void btParticlesDynamicsWorld::getShapeData()
{
	int numObjects = getNumCollisionObjects();
	btCollisionObjectArray& collisionObjects = getCollisionObjectArray();
	for(int i = 0; i < numObjects; i++)
	{
		btCollisionObject* colObj = collisionObjects[i];
		btCollisionShape* pShape = colObj->getCollisionShape();
		int shapeType = pShape->getShapeType();
		if(shapeType == SPHERE_SHAPE_PROXYTYPE)
		{
			btSphereShape* pSph = (btSphereShape*)pShape;
			btScalar sphRad = pSph->getRadius();
			if(!i)
			{
				m_particleRad = sphRad;
			}
			else
			{
				btAssert(m_particleRad == sphRad);
			}
		}
		else
		{
			btAssert(0);
		}
	}
	printf("Total number of particles : %d\n", m_numParticles);
}
int		btSimpleDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep, btScalar fixedSubSteps)
{
	(void)fixedTimeStep;
	(void)maxSubSteps;
	(void)fixedSubSteps;


	///apply gravity, predict motion
	predictUnconstraintMotion(timeStep);

	btDispatcherInfo&	dispatchInfo = getDispatchInfo();
	dispatchInfo.m_timeStep = timeStep;
	dispatchInfo.m_stepCount = 0;
	dispatchInfo.m_debugDraw = getDebugDrawer();

	///perform collision detection
	performDiscreteCollisionDetection();

	///solve contact constraints
	int numManifolds = m_dispatcher1->getNumManifolds();
	if (numManifolds)
	{
		btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
		
		btContactSolverInfo infoGlobal;
		infoGlobal.m_timeStep = timeStep;
		m_constraintSolver->prepareSolve(0, numManifolds);
		m_constraintSolver->solveGroup(&getCollisionObjectArray()[0], getNumCollisionObjects(), manifoldPtr, numManifolds,0,0, infoGlobal, m_debugDrawer, m_dispatcher1);
		m_constraintSolver->allSolved(infoGlobal, m_debugDrawer);
	}

	///integrate transforms
	integrateTransforms(timeStep);
		
	updateAabbs();

	synchronizeMotionStates();

	clearForces();

	return 1;

}
void	btBulletPhysicsEffectsWorld::solveConstraints(btContactSolverInfo& solverInfo)
{
	BT_PROFILE("solveConstraints");

	btCollisionDispatcher* disp = (btCollisionDispatcher*) getDispatcher();
	int numBodies = getNumCollisionObjects();
	
	btPersistentManifold** manifolds = disp->getInternalManifoldPointer();
	
	int numManifolds = disp->getNumManifolds();
	
	
	if ((getNumCollisionObjects()>0) && (numManifolds + m_constraints.size()>0))
	{

		btCollisionObject** bodies = numBodies ? &getCollisionObjectArray()[0] : 0;
		btTypedConstraint** constraints = m_constraints.size() ? &m_constraints[0] : 0;

		getConstraintSolver()->solveGroup( bodies,numBodies, disp->getInternalManifoldPointer(),numManifolds, constraints, m_constraints.size() ,m_solverInfo,m_debugDrawer,m_stackAlloc,disp);
	}
}
Exemplo n.º 4
0
void ForkLiftDemo::exitPhysics()
{
		//cleanup in the reverse order of creation/initialization

	//remove the rigidbodies from the dynamics world and delete them
	int i;
	for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
	{
		btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
		btRigidBody* body = btRigidBody::upcast(obj);
		if (body && body->getMotionState())
		{

			while (body->getNumConstraintRefs())
			{
				btTypedConstraint* constraint = body->getConstraintRef(0);
				m_dynamicsWorld->removeConstraint(constraint);
				delete constraint;
			}
			delete body->getMotionState();
			m_dynamicsWorld->removeRigidBody(body);
		} else
		{
			m_dynamicsWorld->removeCollisionObject( obj );
		}
		delete obj;
	}

	//delete collision shapes
	for (int j=0;j<m_collisionShapes.size();j++)
	{
		btCollisionShape* shape = m_collisionShapes[j];
		delete shape;
	}
	m_collisionShapes.clear();

	delete m_indexVertexArrays;
	delete m_vertices;

	//delete dynamics world
	delete m_dynamicsWorld;
	m_dynamicsWorld=0;

	delete m_vehicleRayCaster;
	m_vehicleRayCaster = 0;

	delete m_vehicle;
	m_vehicle=0;
	
	delete m_wheelShape;
	m_wheelShape=0;

	//delete solver
	delete m_constraintSolver;
	m_constraintSolver=0;

	//delete broadphase
	delete m_overlappingPairCache;
	m_overlappingPairCache=0;

	//delete dispatcher
	delete m_dispatcher;
	m_dispatcher=0;

	delete m_collisionConfiguration;
	m_collisionConfiguration=0;

}
Exemplo n.º 5
0
void btFractureDynamicsWorld::glueCallback()
{

	int numManifolds = getDispatcher()->getNumManifolds();

	///first build the islands based on axis aligned bounding box overlap

	btUnionFind unionFind;

	int index = 0;
	{

		int i;
		for (i=0;i<getCollisionObjectArray().size(); i++)
		{
			btCollisionObject*   collisionObject= getCollisionObjectArray()[i];
		//	btRigidBody* body = btRigidBody::upcast(collisionObject);
			//Adding filtering here
#ifdef STATIC_SIMULATION_ISLAND_OPTIMIZATION
			if (!collisionObject->isStaticOrKinematicObject())
			{
				collisionObject->setIslandTag(index++);
			} else
			{
				collisionObject->setIslandTag(-1);
			}
#else
			collisionObject->setIslandTag(i);
			index=i+1;
#endif
		}
	}

	unionFind.reset(index);

	int numElem = unionFind.getNumElements();

	for (int i=0;i<numManifolds;i++)
	{
		btPersistentManifold* manifold = getDispatcher()->getManifoldByIndexInternal(i);
		if (!manifold->getNumContacts())
			continue;

		btScalar minDist = 1e30f;
		for (int v=0;v<manifold->getNumContacts();v++)
		{
			minDist = btMin(minDist,manifold->getContactPoint(v).getDistance());
		}
		if (minDist>0.)
			continue;
		
		btCollisionObject* colObj0 = (btCollisionObject*)manifold->getBody0();
		btCollisionObject* colObj1 = (btCollisionObject*)manifold->getBody1();
		int tag0 = (colObj0)->getIslandTag();
		int tag1 = (colObj1)->getIslandTag();
		//btRigidBody* body0 = btRigidBody::upcast(colObj0);
		//btRigidBody* body1 = btRigidBody::upcast(colObj1);


		if (!colObj0->isStaticOrKinematicObject() && !colObj1->isStaticOrKinematicObject())
		{
			unionFind.unite(tag0, tag1);
		}
	}




	numElem = unionFind.getNumElements();



	index=0;
	for (int ai=0;ai<getCollisionObjectArray().size();ai++)
	{
		btCollisionObject* collisionObject= getCollisionObjectArray()[ai];
		if (!collisionObject->isStaticOrKinematicObject())
		{
			int tag = unionFind.find(index);

			collisionObject->setIslandTag( tag);

			//Set the correct object offset in Collision Object Array
#if STATIC_SIMULATION_ISLAND_OPTIMIZATION
			unionFind.getElement(index).m_sz = ai;
#endif //STATIC_SIMULATION_ISLAND_OPTIMIZATION

			index++;
		}
	}
	unionFind.sortIslands();



	int endIslandIndex=1;
	int startIslandIndex;

	btAlignedObjectArray<btCollisionObject*> removedObjects;

	///iterate over all islands
	for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
	{
		int islandId = unionFind.getElement(startIslandIndex).m_id;
		for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (unionFind.getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
		{
		}

		int fractureObjectIndex = -1;

		int numObjects=0;

		int idx;
		for (idx=startIslandIndex;idx<endIslandIndex;idx++)
		{
			int i = unionFind.getElement(idx).m_sz;
			btCollisionObject* colObj0 = getCollisionObjectArray()[i];
			if (colObj0->getInternalType()& CUSTOM_FRACTURE_TYPE)
			{
				fractureObjectIndex = i;
			}
			btRigidBody* otherObject = btRigidBody::upcast(colObj0);
			if (!otherObject || !otherObject->getInvMass())
				continue;
			numObjects++;
		}

		///Then for each island that contains at least two objects and one fracture object
		if (fractureObjectIndex>=0 && numObjects>1)
		{

			btFractureBody* fracObj = (btFractureBody*)getCollisionObjectArray()[fractureObjectIndex];

			///glueing objects means creating a new compound and removing the old objects
			///delay the removal of old objects to avoid array indexing problems
			removedObjects.push_back(fracObj);
			m_fractureBodies.remove(fracObj);

			btAlignedObjectArray<btScalar> massArray;

			btAlignedObjectArray<btVector3> oldImpulses;
			btAlignedObjectArray<btVector3> oldCenterOfMassesWS;

			oldImpulses.push_back(fracObj->getLinearVelocity()/1./fracObj->getInvMass());
			oldCenterOfMassesWS.push_back(fracObj->getCenterOfMassPosition());

			btScalar totalMass = 0.f;


			btCompoundShape* compound = new btCompoundShape();
			if (fracObj->getCollisionShape()->isCompound())
			{
				btTransform tr;
				tr.setIdentity();
				btCompoundShape* oldCompound = (btCompoundShape*)fracObj->getCollisionShape();
				for (int c=0;c<oldCompound->getNumChildShapes();c++)
				{
					compound->addChildShape(oldCompound->getChildTransform(c),oldCompound->getChildShape(c));
					massArray.push_back(fracObj->m_masses[c]);
					totalMass+=fracObj->m_masses[c];
				}

			} else
			{
				btTransform tr;
				tr.setIdentity();
				compound->addChildShape(tr,fracObj->getCollisionShape());
				massArray.push_back(fracObj->m_masses[0]);
				totalMass+=fracObj->m_masses[0];
			}

			for (idx=startIslandIndex;idx<endIslandIndex;idx++)
			{

				int i = unionFind.getElement(idx).m_sz;

				if (i==fractureObjectIndex)
					continue;

				btCollisionObject* otherCollider = getCollisionObjectArray()[i];

				btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
				//don't glue/merge with static objects right now, otherwise everything gets stuck to the ground
				///todo: expose this as a callback
				if (!otherObject || !otherObject->getInvMass())
					continue;


				oldImpulses.push_back(otherObject->getLinearVelocity()*(1.f/otherObject->getInvMass()));
				oldCenterOfMassesWS.push_back(otherObject->getCenterOfMassPosition());

				removedObjects.push_back(otherObject);
				m_fractureBodies.remove((btFractureBody*)otherObject);

				btScalar curMass = 1.f/otherObject->getInvMass();


				if (otherObject->getCollisionShape()->isCompound())
				{
					btTransform tr;
					btCompoundShape* oldCompound = (btCompoundShape*)otherObject->getCollisionShape();
					for (int c=0;c<oldCompound->getNumChildShapes();c++)
					{
						tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform()*oldCompound->getChildTransform(c));
						compound->addChildShape(tr,oldCompound->getChildShape(c));
						massArray.push_back(curMass/(btScalar)oldCompound->getNumChildShapes());

					}
				} else
				{
					btTransform tr;
					tr = fracObj->getWorldTransform().inverseTimes(otherObject->getWorldTransform());
					compound->addChildShape(tr,otherObject->getCollisionShape());
					massArray.push_back(curMass);
				}
				totalMass+=curMass;
			}



			btTransform shift;
			shift.setIdentity();
			btCompoundShape* newCompound = btFractureBody::shiftTransformDistributeMass(compound,totalMass,shift);
			int numChildren = newCompound->getNumChildShapes();
			btAssert(numChildren == massArray.size());

			btVector3 localInertia;
			newCompound->calculateLocalInertia(totalMass,localInertia);
			btFractureBody* newBody = new btFractureBody(totalMass,0,newCompound,localInertia, &massArray[0], numChildren,this);
			newBody->recomputeConnectivity(this);
			newBody->setWorldTransform(fracObj->getWorldTransform()*shift);

			//now the linear/angular velocity is still zero, apply the impulses

			for (int i=0;i<oldImpulses.size();i++)
			{
				btVector3 rel_pos = oldCenterOfMassesWS[i]-newBody->getCenterOfMassPosition();
				const btVector3& imp = oldImpulses[i];
				newBody->applyImpulse(imp, rel_pos);
			}

			addRigidBody(newBody);


		}


	}

	//remove the objects from the world at the very end, 
	//otherwise the island tags would not match the world collision object array indices anymore
	while (removedObjects.size())
	{
		btCollisionObject* otherCollider = removedObjects[removedObjects.size()-1];
		removedObjects.pop_back();

		btRigidBody* otherObject = btRigidBody::upcast(otherCollider);
		if (!otherObject || !otherObject->getInvMass())
			continue;
		removeRigidBody(otherObject);
	}

}