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Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
281 lines
7.0 KiB
C++
281 lines
7.0 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btSimpleDynamicsWorld.h"
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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/*
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Make sure this dummy function never changes so that it
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can be used by probes that are checking whether the
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library is actually installed.
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*/
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extern "C"
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{
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void btBulletDynamicsProbe ();
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void btBulletDynamicsProbe () {}
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}
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btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
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:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration),
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m_constraintSolver(constraintSolver),
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m_ownsConstraintSolver(false),
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m_gravity(0,0,-10)
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{
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}
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btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
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{
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if (m_ownsConstraintSolver)
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btAlignedFree( m_constraintSolver);
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}
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int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep)
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{
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(void)fixedTimeStep;
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(void)maxSubSteps;
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///apply gravity, predict motion
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predictUnconstraintMotion(timeStep);
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btDispatcherInfo& dispatchInfo = getDispatchInfo();
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_debugDraw = getDebugDrawer();
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///perform collision detection
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performDiscreteCollisionDetection();
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///solve contact constraints
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int numManifolds = m_dispatcher1->getNumManifolds();
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if (numManifolds)
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{
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btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
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btContactSolverInfo infoGlobal;
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infoGlobal.m_timeStep = timeStep;
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m_constraintSolver->prepareSolve(0,numManifolds);
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m_constraintSolver->solveGroup(&getCollisionObjectArray()[0],getNumCollisionObjects(),manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_dispatcher1);
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m_constraintSolver->allSolved(infoGlobal,m_debugDrawer);
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}
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///integrate transforms
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integrateTransforms(timeStep);
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updateAabbs();
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synchronizeMotionStates();
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clearForces();
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return 1;
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}
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void btSimpleDynamicsWorld::clearForces()
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{
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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body->clearForces();
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}
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}
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}
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void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
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{
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m_gravity = gravity;
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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body->setGravity(gravity);
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}
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}
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}
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btVector3 btSimpleDynamicsWorld::getGravity () const
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{
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return m_gravity;
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}
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void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
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{
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btCollisionWorld::removeCollisionObject(body);
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}
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void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
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{
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btRigidBody* body = btRigidBody::upcast(collisionObject);
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if (body)
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removeRigidBody(body);
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else
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btCollisionWorld::removeCollisionObject(collisionObject);
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}
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void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
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{
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body->setGravity(m_gravity);
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if (body->getCollisionShape())
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{
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addCollisionObject(body);
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}
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}
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void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
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{
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body->setGravity(m_gravity);
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if (body->getCollisionShape())
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{
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addCollisionObject(body,group,mask);
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}
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}
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void btSimpleDynamicsWorld::debugDrawWorld()
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{
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}
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void btSimpleDynamicsWorld::addAction(btActionInterface* action)
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{
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}
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void btSimpleDynamicsWorld::removeAction(btActionInterface* action)
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{
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}
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void btSimpleDynamicsWorld::updateAabbs()
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{
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btTransform predictedTrans;
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->isActive() && (!body->isStaticObject()))
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{
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btVector3 minAabb,maxAabb;
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colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
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btBroadphaseInterface* bp = getBroadphase();
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bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1);
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}
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}
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}
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}
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void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
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{
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btTransform predictedTrans;
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->isActive() && (!body->isStaticObject()))
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{
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body->predictIntegratedTransform(timeStep, predictedTrans);
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body->proceedToTransform( predictedTrans);
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}
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}
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}
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}
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void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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{
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (!body->isStaticObject())
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{
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if (body->isActive())
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{
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body->applyGravity();
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body->integrateVelocities( timeStep);
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body->applyDamping(timeStep);
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body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
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}
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}
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}
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}
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}
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void btSimpleDynamicsWorld::synchronizeMotionStates()
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{
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->getMotionState())
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{
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if (body->getActivationState() != ISLAND_SLEEPING)
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{
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body->getMotionState()->setWorldTransform(body->getWorldTransform());
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}
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}
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}
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}
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void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
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{
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if (m_ownsConstraintSolver)
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{
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btAlignedFree(m_constraintSolver);
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}
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m_ownsConstraintSolver = false;
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m_constraintSolver = solver;
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}
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btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver()
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{
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return m_constraintSolver;
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}
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