btRigidBody.cpp 16 KB

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  1. /*
  2. Bullet Continuous Collision Detection and Physics Library
  3. Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
  4. This software is provided 'as-is', without any express or implied warranty.
  5. In no event will the authors be held liable for any damages arising from the use of this software.
  6. Permission is granted to anyone to use this software for any purpose,
  7. including commercial applications, and to alter it and redistribute it freely,
  8. subject to the following restrictions:
  9. 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.
  10. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  11. 3. This notice may not be removed or altered from any source distribution.
  12. */
  13. #include "btRigidBody.h"
  14. #include "BulletCollision/CollisionShapes/btConvexShape.h"
  15. #include "LinearMath/btMinMax.h"
  16. #include "LinearMath/btTransformUtil.h"
  17. #include "LinearMath/btMotionState.h"
  18. #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
  19. #include "LinearMath/btSerializer.h"
  20. //'temporarily' global variables
  21. btScalar gDeactivationTime = btScalar(2.);
  22. bool gDisableDeactivation = false;
  23. static int uniqueId = 0;
  24. btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
  25. {
  26. setupRigidBody(constructionInfo);
  27. }
  28. btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia)
  29. {
  30. btRigidBodyConstructionInfo cinfo(mass, motionState, collisionShape, localInertia);
  31. setupRigidBody(cinfo);
  32. }
  33. void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
  34. {
  35. m_internalType = CO_RIGID_BODY;
  36. m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
  37. m_angularVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
  38. m_angularFactor.setValue(1, 1, 1);
  39. m_linearFactor.setValue(1, 1, 1);
  40. m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
  41. m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
  42. m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
  43. m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
  44. setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
  45. m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
  46. m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
  47. m_optionalMotionState = constructionInfo.m_motionState;
  48. m_contactSolverType = 0;
  49. m_frictionSolverType = 0;
  50. m_additionalDamping = constructionInfo.m_additionalDamping;
  51. m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor;
  52. m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
  53. m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
  54. m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;
  55. if (m_optionalMotionState)
  56. {
  57. m_optionalMotionState->getWorldTransform(m_worldTransform);
  58. }
  59. else
  60. {
  61. m_worldTransform = constructionInfo.m_startWorldTransform;
  62. }
  63. m_interpolationWorldTransform = m_worldTransform;
  64. m_interpolationLinearVelocity.setValue(0, 0, 0);
  65. m_interpolationAngularVelocity.setValue(0, 0, 0);
  66. //moved to btCollisionObject
  67. m_friction = constructionInfo.m_friction;
  68. m_rollingFriction = constructionInfo.m_rollingFriction;
  69. m_spinningFriction = constructionInfo.m_spinningFriction;
  70. m_restitution = constructionInfo.m_restitution;
  71. setCollisionShape(constructionInfo.m_collisionShape);
  72. m_debugBodyId = uniqueId++;
  73. setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
  74. updateInertiaTensor();
  75. m_rigidbodyFlags = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY;
  76. m_deltaLinearVelocity.setZero();
  77. m_deltaAngularVelocity.setZero();
  78. m_invMass = m_inverseMass * m_linearFactor;
  79. m_pushVelocity.setZero();
  80. m_turnVelocity.setZero();
  81. }
  82. void btRigidBody::predictIntegratedTransform(btScalar timeStep, btTransform& predictedTransform)
  83. {
  84. btTransformUtil::integrateTransform(m_worldTransform, m_linearVelocity, m_angularVelocity, timeStep, predictedTransform);
  85. }
  86. void btRigidBody::saveKinematicState(btScalar timeStep)
  87. {
  88. //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
  89. if (timeStep != btScalar(0.))
  90. {
  91. //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
  92. if (getMotionState())
  93. getMotionState()->getWorldTransform(m_worldTransform);
  94. btVector3 linVel, angVel;
  95. btTransformUtil::calculateVelocity(m_interpolationWorldTransform, m_worldTransform, timeStep, m_linearVelocity, m_angularVelocity);
  96. m_interpolationLinearVelocity = m_linearVelocity;
  97. m_interpolationAngularVelocity = m_angularVelocity;
  98. m_interpolationWorldTransform = m_worldTransform;
  99. //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
  100. }
  101. }
  102. void btRigidBody::getAabb(btVector3& aabbMin, btVector3& aabbMax) const
  103. {
  104. getCollisionShape()->getAabb(m_worldTransform, aabbMin, aabbMax);
  105. }
  106. void btRigidBody::setGravity(const btVector3& acceleration)
  107. {
  108. if (m_inverseMass != btScalar(0.0))
  109. {
  110. m_gravity = acceleration * (btScalar(1.0) / m_inverseMass);
  111. }
  112. m_gravity_acceleration = acceleration;
  113. }
  114. void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
  115. {
  116. m_linearDamping = btClamped(lin_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
  117. m_angularDamping = btClamped(ang_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
  118. }
  119. ///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
  120. void btRigidBody::applyDamping(btScalar timeStep)
  121. {
  122. //On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
  123. //todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
  124. //#define USE_OLD_DAMPING_METHOD 1
  125. #ifdef USE_OLD_DAMPING_METHOD
  126. m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
  127. m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
  128. #else
  129. m_linearVelocity *= btPow(btScalar(1) - m_linearDamping, timeStep);
  130. m_angularVelocity *= btPow(btScalar(1) - m_angularDamping, timeStep);
  131. #endif
  132. if (m_additionalDamping)
  133. {
  134. //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
  135. //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
  136. if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) &&
  137. (m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr))
  138. {
  139. m_angularVelocity *= m_additionalDampingFactor;
  140. m_linearVelocity *= m_additionalDampingFactor;
  141. }
  142. btScalar speed = m_linearVelocity.length();
  143. if (speed < m_linearDamping)
  144. {
  145. btScalar dampVel = btScalar(0.005);
  146. if (speed > dampVel)
  147. {
  148. btVector3 dir = m_linearVelocity.normalized();
  149. m_linearVelocity -= dir * dampVel;
  150. }
  151. else
  152. {
  153. m_linearVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
  154. }
  155. }
  156. btScalar angSpeed = m_angularVelocity.length();
  157. if (angSpeed < m_angularDamping)
  158. {
  159. btScalar angDampVel = btScalar(0.005);
  160. if (angSpeed > angDampVel)
  161. {
  162. btVector3 dir = m_angularVelocity.normalized();
  163. m_angularVelocity -= dir * angDampVel;
  164. }
  165. else
  166. {
  167. m_angularVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
  168. }
  169. }
  170. }
  171. }
  172. void btRigidBody::applyGravity()
  173. {
  174. if (isStaticOrKinematicObject())
  175. return;
  176. applyCentralForce(m_gravity);
  177. }
  178. void btRigidBody::proceedToTransform(const btTransform& newTrans)
  179. {
  180. setCenterOfMassTransform(newTrans);
  181. }
  182. void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
  183. {
  184. if (mass == btScalar(0.))
  185. {
  186. m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
  187. m_inverseMass = btScalar(0.);
  188. }
  189. else
  190. {
  191. m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT);
  192. m_inverseMass = btScalar(1.0) / mass;
  193. }
  194. //Fg = m * a
  195. m_gravity = mass * m_gravity_acceleration;
  196. m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
  197. inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
  198. inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
  199. m_invMass = m_linearFactor * m_inverseMass;
  200. }
  201. void btRigidBody::updateInertiaTensor()
  202. {
  203. m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose();
  204. }
  205. btVector3 btRigidBody::getLocalInertia() const
  206. {
  207. btVector3 inertiaLocal;
  208. const btVector3 inertia = m_invInertiaLocal;
  209. inertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
  210. inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
  211. inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
  212. return inertiaLocal;
  213. }
  214. inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
  215. const btMatrix3x3& I)
  216. {
  217. const btVector3 w2 = I * w1 + w1.cross(I * w1) * dt - (T * dt + I * w0);
  218. return w2;
  219. }
  220. inline btMatrix3x3 evalEulerEqnDeriv(const btVector3& w1, const btVector3& w0, const btScalar dt,
  221. const btMatrix3x3& I)
  222. {
  223. btMatrix3x3 w1x, Iw1x;
  224. const btVector3 Iwi = (I * w1);
  225. w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
  226. Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
  227. const btMatrix3x3 dfw1 = I + (w1x * I - Iw1x) * dt;
  228. return dfw1;
  229. }
  230. btVector3 btRigidBody::computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
  231. {
  232. btVector3 inertiaLocal = getLocalInertia();
  233. btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
  234. btVector3 tmp = inertiaTensorWorld * getAngularVelocity();
  235. btVector3 gf = getAngularVelocity().cross(tmp);
  236. btScalar l2 = gf.length2();
  237. if (l2 > maxGyroscopicForce * maxGyroscopicForce)
  238. {
  239. gf *= btScalar(1.) / btSqrt(l2) * maxGyroscopicForce;
  240. }
  241. return gf;
  242. }
  243. btVector3 btRigidBody::computeGyroscopicImpulseImplicit_Body(btScalar step) const
  244. {
  245. btVector3 idl = getLocalInertia();
  246. btVector3 omega1 = getAngularVelocity();
  247. btQuaternion q = getWorldTransform().getRotation();
  248. // Convert to body coordinates
  249. btVector3 omegab = quatRotate(q.inverse(), omega1);
  250. btMatrix3x3 Ib;
  251. Ib.setValue(idl.x(), 0, 0,
  252. 0, idl.y(), 0,
  253. 0, 0, idl.z());
  254. btVector3 ibo = Ib * omegab;
  255. // Residual vector
  256. btVector3 f = step * omegab.cross(ibo);
  257. btMatrix3x3 skew0;
  258. omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
  259. btVector3 om = Ib * omegab;
  260. btMatrix3x3 skew1;
  261. om.getSkewSymmetricMatrix(&skew1[0], &skew1[1], &skew1[2]);
  262. // Jacobian
  263. btMatrix3x3 J = Ib + (skew0 * Ib - skew1) * step;
  264. // btMatrix3x3 Jinv = J.inverse();
  265. // btVector3 omega_div = Jinv*f;
  266. btVector3 omega_div = J.solve33(f);
  267. // Single Newton-Raphson update
  268. omegab = omegab - omega_div; //Solve33(J, f);
  269. // Back to world coordinates
  270. btVector3 omega2 = quatRotate(q, omegab);
  271. btVector3 gf = omega2 - omega1;
  272. return gf;
  273. }
  274. btVector3 btRigidBody::computeGyroscopicImpulseImplicit_World(btScalar step) const
  275. {
  276. // use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
  277. // calculate using implicit euler step so it's stable.
  278. const btVector3 inertiaLocal = getLocalInertia();
  279. const btVector3 w0 = getAngularVelocity();
  280. btMatrix3x3 I;
  281. I = m_worldTransform.getBasis().scaled(inertiaLocal) *
  282. m_worldTransform.getBasis().transpose();
  283. // use newtons method to find implicit solution for new angular velocity (w')
  284. // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
  285. // df/dw' = I + 1xIw'*step + w'xI*step
  286. btVector3 w1 = w0;
  287. // one step of newton's method
  288. {
  289. const btVector3 fw = evalEulerEqn(w1, w0, btVector3(0, 0, 0), step, I);
  290. const btMatrix3x3 dfw = evalEulerEqnDeriv(w1, w0, step, I);
  291. btVector3 dw;
  292. dw = dfw.solve33(fw);
  293. //const btMatrix3x3 dfw_inv = dfw.inverse();
  294. //dw = dfw_inv*fw;
  295. w1 -= dw;
  296. }
  297. btVector3 gf = (w1 - w0);
  298. return gf;
  299. }
  300. void btRigidBody::integrateVelocities(btScalar step)
  301. {
  302. if (isStaticOrKinematicObject())
  303. return;
  304. m_linearVelocity += m_totalForce * (m_inverseMass * step);
  305. m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step;
  306. #define MAX_ANGVEL SIMD_HALF_PI
  307. /// clamp angular velocity. collision calculations will fail on higher angular velocities
  308. btScalar angvel = m_angularVelocity.length();
  309. if (angvel * step > MAX_ANGVEL)
  310. {
  311. m_angularVelocity *= (MAX_ANGVEL / step) / angvel;
  312. }
  313. }
  314. btQuaternion btRigidBody::getOrientation() const
  315. {
  316. btQuaternion orn;
  317. m_worldTransform.getBasis().getRotation(orn);
  318. return orn;
  319. }
  320. void btRigidBody::setCenterOfMassTransform(const btTransform& xform)
  321. {
  322. if (isKinematicObject())
  323. {
  324. m_interpolationWorldTransform = m_worldTransform;
  325. }
  326. else
  327. {
  328. m_interpolationWorldTransform = xform;
  329. }
  330. m_interpolationLinearVelocity = getLinearVelocity();
  331. m_interpolationAngularVelocity = getAngularVelocity();
  332. m_worldTransform = xform;
  333. updateInertiaTensor();
  334. }
  335. void btRigidBody::addConstraintRef(btTypedConstraint* c)
  336. {
  337. ///disable collision with the 'other' body
  338. int index = m_constraintRefs.findLinearSearch(c);
  339. //don't add constraints that are already referenced
  340. //btAssert(index == m_constraintRefs.size());
  341. if (index == m_constraintRefs.size())
  342. {
  343. m_constraintRefs.push_back(c);
  344. btCollisionObject* colObjA = &c->getRigidBodyA();
  345. btCollisionObject* colObjB = &c->getRigidBodyB();
  346. if (colObjA == this)
  347. {
  348. colObjA->setIgnoreCollisionCheck(colObjB, true);
  349. }
  350. else
  351. {
  352. colObjB->setIgnoreCollisionCheck(colObjA, true);
  353. }
  354. }
  355. }
  356. void btRigidBody::removeConstraintRef(btTypedConstraint* c)
  357. {
  358. int index = m_constraintRefs.findLinearSearch(c);
  359. //don't remove constraints that are not referenced
  360. if (index < m_constraintRefs.size())
  361. {
  362. m_constraintRefs.remove(c);
  363. btCollisionObject* colObjA = &c->getRigidBodyA();
  364. btCollisionObject* colObjB = &c->getRigidBodyB();
  365. if (colObjA == this)
  366. {
  367. colObjA->setIgnoreCollisionCheck(colObjB, false);
  368. }
  369. else
  370. {
  371. colObjB->setIgnoreCollisionCheck(colObjA, false);
  372. }
  373. }
  374. }
  375. int btRigidBody::calculateSerializeBufferSize() const
  376. {
  377. int sz = sizeof(btRigidBodyData);
  378. return sz;
  379. }
  380. ///fills the dataBuffer and returns the struct name (and 0 on failure)
  381. const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
  382. {
  383. btRigidBodyData* rbd = (btRigidBodyData*)dataBuffer;
  384. btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
  385. m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld);
  386. m_linearVelocity.serialize(rbd->m_linearVelocity);
  387. m_angularVelocity.serialize(rbd->m_angularVelocity);
  388. rbd->m_inverseMass = m_inverseMass;
  389. m_angularFactor.serialize(rbd->m_angularFactor);
  390. m_linearFactor.serialize(rbd->m_linearFactor);
  391. m_gravity.serialize(rbd->m_gravity);
  392. m_gravity_acceleration.serialize(rbd->m_gravity_acceleration);
  393. m_invInertiaLocal.serialize(rbd->m_invInertiaLocal);
  394. m_totalForce.serialize(rbd->m_totalForce);
  395. m_totalTorque.serialize(rbd->m_totalTorque);
  396. rbd->m_linearDamping = m_linearDamping;
  397. rbd->m_angularDamping = m_angularDamping;
  398. rbd->m_additionalDamping = m_additionalDamping;
  399. rbd->m_additionalDampingFactor = m_additionalDampingFactor;
  400. rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
  401. rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
  402. rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
  403. rbd->m_linearSleepingThreshold = m_linearSleepingThreshold;
  404. rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
  405. // Fill padding with zeros to appease msan.
  406. #ifdef BT_USE_DOUBLE_PRECISION
  407. memset(rbd->m_padding, 0, sizeof(rbd->m_padding));
  408. #endif
  409. return btRigidBodyDataName;
  410. }
  411. void btRigidBody::serializeSingleObject(class btSerializer* serializer) const
  412. {
  413. btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(), 1);
  414. const char* structType = serialize(chunk->m_oldPtr, serializer);
  415. serializer->finalizeChunk(chunk, structType, BT_RIGIDBODY_CODE, (void*)this);
  416. }