/// Perform an integration step of duration 'timeStep'. bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep) { //printf("CcdPhysicsEnvironment::proceedDeltaTime\n"); if (SimdFuzzyZero(timeStep)) return true; if (m_debugDrawer) { gDisableDeactivation = (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_NoDeactivation); } #ifdef USE_QUICKPROF Profiler::beginBlock("SyncMotionStates"); #endif //USE_QUICKPROF //this is needed because scaling is not known in advance, and scaling has to propagate to the shape if (!m_scalingPropagated) { SyncMotionStates(timeStep); m_scalingPropagated = true; } #ifdef USE_QUICKPROF Profiler::endBlock("SyncMotionStates"); Profiler::beginBlock("predictIntegratedTransform"); #endif //USE_QUICKPROF { // std::vector<CcdPhysicsController*>::iterator i; int k; for (k=0;k<GetNumControllers();k++) { CcdPhysicsController* ctrl = m_controllers[k]; // SimdTransform predictedTrans; RigidBody* body = ctrl->GetRigidBody(); body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse(); if (body->IsActive()) { if (!body->IsStatic()) { body->applyForces( timeStep); body->integrateVelocities( timeStep); body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform); } } } } #ifdef USE_QUICKPROF Profiler::endBlock("predictIntegratedTransform"); #endif //USE_QUICKPROF OverlappingPairCache* scene = m_collisionWorld->GetPairCache(); // // collision detection (?) // #ifdef USE_QUICKPROF Profiler::beginBlock("DispatchAllCollisionPairs"); #endif //USE_QUICKPROF int numsubstep = m_numIterations; DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; dispatchInfo.m_enableSatConvex = m_enableSatCollisionDetection; dispatchInfo.m_debugDraw = this->m_debugDrawer; scene->RefreshOverlappingPairs(); GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo); #ifdef USE_QUICKPROF Profiler::endBlock("DispatchAllCollisionPairs"); #endif //USE_QUICKPROF int numRigidBodies = m_controllers.size(); m_islandManager->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher()); { int i; int numConstraints = m_constraints.size(); for (i=0;i< numConstraints ; i++ ) { TypedConstraint* constraint = m_constraints[i]; const RigidBody* colObj0 = &constraint->GetRigidBodyA(); const RigidBody* colObj1 = &constraint->GetRigidBodyB(); if (((colObj0) && ((colObj0)->mergesSimulationIslands())) && ((colObj1) && ((colObj1)->mergesSimulationIslands()))) { if (colObj0->IsActive() || colObj1->IsActive()) { m_islandManager->GetUnionFind().unite((colObj0)->m_islandTag1, (colObj1)->m_islandTag1); } } } } m_islandManager->StoreIslandActivationState(GetCollisionWorld()); //contacts #ifdef USE_QUICKPROF Profiler::beginBlock("SolveConstraint"); #endif //USE_QUICKPROF //solve the regular constraints (point 2 point, hinge, etc) for (int g=0;g<numsubstep;g++) { // // constraint solving // int i; int numConstraints = m_constraints.size(); //point to point constraints for (i=0;i< numConstraints ; i++ ) { TypedConstraint* constraint = m_constraints[i]; constraint->BuildJacobian(); constraint->SolveConstraint( timeStep ); } } #ifdef USE_QUICKPROF Profiler::endBlock("SolveConstraint"); #endif //USE_QUICKPROF //solve the vehicles #ifdef NEW_BULLET_VEHICLE_SUPPORT //vehicles int numVehicles = m_wrapperVehicles.size(); for (int i=0;i<numVehicles;i++) { WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i]; RaycastVehicle* vehicle = wrapperVehicle->GetVehicle(); vehicle->UpdateVehicle( timeStep); } #endif //NEW_BULLET_VEHICLE_SUPPORT struct InplaceSolverIslandCallback : public SimulationIslandManager::IslandCallback { ContactSolverInfo& m_solverInfo; ConstraintSolver* m_solver; IDebugDraw* m_debugDrawer; InplaceSolverIslandCallback( ContactSolverInfo& solverInfo, ConstraintSolver* solver, IDebugDraw* debugDrawer) :m_solverInfo(solverInfo), m_solver(solver), m_debugDrawer(debugDrawer) { } virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds) { m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer); } }; m_solverInfo.m_friction = 0.9f; m_solverInfo.m_numIterations = m_numIterations; m_solverInfo.m_timeStep = timeStep; m_solverInfo.m_restitution = 0.f;//m_restitution; InplaceSolverIslandCallback solverCallback( m_solverInfo, m_solver, m_debugDrawer); #ifdef USE_QUICKPROF Profiler::beginBlock("BuildAndProcessIslands"); #endif //USE_QUICKPROF /// solve all the contact points and contact friction m_islandManager->BuildAndProcessIslands(GetCollisionWorld()->GetDispatcher(),m_collisionWorld->GetCollisionObjectArray(),&solverCallback); #ifdef USE_QUICKPROF Profiler::endBlock("BuildAndProcessIslands"); Profiler::beginBlock("CallbackTriggers"); #endif //USE_QUICKPROF CallbackTriggers(); #ifdef USE_QUICKPROF Profiler::endBlock("CallbackTriggers"); Profiler::beginBlock("proceedToTransform"); #endif //USE_QUICKPROF { { UpdateAabbs(timeStep); float toi = 1.f; if (m_ccdMode == 3) { DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS; //pairCache->RefreshOverlappingPairs();//?? GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo); toi = dispatchInfo.m_timeOfImpact; } // // integrating solution // { std::vector<CcdPhysicsController*>::iterator i; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = *i; SimdTransform predictedTrans; RigidBody* body = ctrl->GetRigidBody(); if (body->IsActive()) { if (!body->IsStatic()) { body->predictIntegratedTransform(timeStep* toi, predictedTrans); body->proceedToTransform( predictedTrans); } } } } // // disable sleeping physics objects // std::vector<CcdPhysicsController*> m_sleepingControllers; std::vector<CcdPhysicsController*>::iterator i; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); RigidBody* body = ctrl->GetRigidBody(); ctrl->UpdateDeactivation(timeStep); if (ctrl->wantsSleeping()) { if (body->GetActivationState() == ACTIVE_TAG) body->SetActivationState( WANTS_DEACTIVATION ); } else { if (body->GetActivationState() != DISABLE_DEACTIVATION) body->SetActivationState( ACTIVE_TAG ); } if (useIslands) { if (body->GetActivationState() == ISLAND_SLEEPING) { m_sleepingControllers.push_back(ctrl); } } else { if (ctrl->wantsSleeping()) { m_sleepingControllers.push_back(ctrl); } } } } #ifdef USE_QUICKPROF Profiler::endBlock("proceedToTransform"); Profiler::beginBlock("SyncMotionStates"); #endif //USE_QUICKPROF SyncMotionStates(timeStep); #ifdef USE_QUICKPROF Profiler::endBlock("SyncMotionStates"); Profiler::endProfilingCycle(); #endif //USE_QUICKPROF #ifdef NEW_BULLET_VEHICLE_SUPPORT //sync wheels for vehicles int numVehicles = m_wrapperVehicles.size(); for (int i=0;i<numVehicles;i++) { WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i]; wrapperVehicle->SyncWheels(); } #endif //NEW_BULLET_VEHICLE_SUPPORT } return true; }
bool SimulationIsland::Simulate(IDebugDraw* debugDrawer,int numSolverIterations,TypedConstraint** constraintsBaseAddress,BroadphasePair* overlappingPairBaseAddress, Dispatcher* dispatcher,BroadphaseInterface* broadphase,class ConstraintSolver* solver,float timeStep) { #ifdef USE_QUICKPROF Profiler::beginBlock("predictIntegratedTransform"); #endif //USE_QUICKPROF { // std::vector<CcdPhysicsController*>::iterator i; int k; for (k=0;k<GetNumControllers();k++) { CcdPhysicsController* ctrl = m_controllers[k]; // SimdTransform predictedTrans; RigidBody* body = ctrl->GetRigidBody(); //todo: only do this when necessary, it's used for contact points body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse(); if (body->IsActive()) { if (!body->IsStatic()) { body->applyForces( timeStep); body->integrateVelocities( timeStep); body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform); } } } } #ifdef USE_QUICKPROF Profiler::endBlock("predictIntegratedTransform"); #endif //USE_QUICKPROF //BroadphaseInterface* scene = GetBroadphase(); // // collision detection (?) // #ifdef USE_QUICKPROF Profiler::beginBlock("DispatchAllCollisionPairs"); #endif //USE_QUICKPROF // int numsubstep = m_numIterations; DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; dispatchInfo.m_enableSatConvex = false;//m_enableSatCollisionDetection; dispatchInfo.m_debugDraw = debugDrawer; std::vector<BroadphasePair> overlappingPairs; overlappingPairs.resize(this->m_overlappingPairIndices.size()); //gather overlapping pair info int i; for (i=0;i<m_overlappingPairIndices.size();i++) { overlappingPairs[i] = overlappingPairBaseAddress[m_overlappingPairIndices[i]]; } //pairCache->RefreshOverlappingPairs(); if (overlappingPairs.size()) { dispatcher->DispatchAllCollisionPairs(&overlappingPairs[0],overlappingPairs.size(),dispatchInfo);///numsubstep,g); } //scatter overlapping pair info, mainly the created algorithms/contact caches for (i=0;i<m_overlappingPairIndices.size();i++) { overlappingPairBaseAddress[m_overlappingPairIndices[i]] = overlappingPairs[i]; } #ifdef USE_QUICKPROF Profiler::endBlock("DispatchAllCollisionPairs"); #endif //USE_QUICKPROF int numRigidBodies = m_controllers.size(); //contacts #ifdef USE_QUICKPROF Profiler::beginBlock("SolveConstraint"); #endif //USE_QUICKPROF //solve the regular constraints (point 2 point, hinge, etc) for (int g=0;g<numSolverIterations;g++) { // // constraint solving // int i; int numConstraints = m_constraintIndices.size(); //point to point constraints for (i=0;i< numConstraints ; i++ ) { TypedConstraint* constraint = constraintsBaseAddress[m_constraintIndices[i]]; constraint->BuildJacobian(); constraint->SolveConstraint( timeStep ); } } #ifdef USE_QUICKPROF Profiler::endBlock("SolveConstraint"); #endif //USE_QUICKPROF /* //solve the vehicles #ifdef NEW_BULLET_VEHICLE_SUPPORT //vehicles int numVehicles = m_wrapperVehicles.size(); for (int i=0;i<numVehicles;i++) { WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i]; RaycastVehicle* vehicle = wrapperVehicle->GetVehicle(); vehicle->UpdateVehicle( timeStep); } #endif //NEW_BULLET_VEHICLE_SUPPORT */ /* Profiler::beginBlock("CallbackTriggers"); #endif //USE_QUICKPROF CallbackTriggers(); #ifdef USE_QUICKPROF Profiler::endBlock("CallbackTriggers"); } */ //OverlappingPairCache* scene = GetCollisionWorld()->GetPairCache(); ContactSolverInfo solverInfo; solverInfo.m_friction = 0.9f; solverInfo.m_numIterations = numSolverIterations; solverInfo.m_timeStep = timeStep; solverInfo.m_restitution = 0.f;//m_restitution; if (m_manifolds.size()) { solver->SolveGroup( &m_manifolds[0],m_manifolds.size(),solverInfo,0); } #ifdef USE_QUICKPROF Profiler::beginBlock("proceedToTransform"); #endif //USE_QUICKPROF { { UpdateAabbs(debugDrawer,broadphase,timeStep); float toi = 1.f; //experimental continuous collision detection /* if (m_ccdMode == 3) { DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS; // GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo); toi = dispatchInfo.m_timeOfImpact; } */ // // integrating solution // { std::vector<CcdPhysicsController*>::iterator i; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = *i; SimdTransform predictedTrans; RigidBody* body = ctrl->GetRigidBody(); if (body->IsActive()) { if (!body->IsStatic()) { body->predictIntegratedTransform(timeStep* toi, predictedTrans); body->proceedToTransform( predictedTrans); } } } } // // disable sleeping physics objects // std::vector<CcdPhysicsController*> m_sleepingControllers; std::vector<CcdPhysicsController*>::iterator i; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); RigidBody* body = ctrl->GetRigidBody(); ctrl->UpdateDeactivation(timeStep); if (ctrl->wantsSleeping()) { if (body->GetActivationState() == ACTIVE_TAG) body->SetActivationState( WANTS_DEACTIVATION ); } else { if (body->GetActivationState() != DISABLE_DEACTIVATION) body->SetActivationState( ACTIVE_TAG ); } if (true) { if (body->GetActivationState() == ISLAND_SLEEPING) { m_sleepingControllers.push_back(ctrl); } } else { if (ctrl->wantsSleeping()) { m_sleepingControllers.push_back(ctrl); } } } } #ifdef USE_QUICKPROF Profiler::endBlock("proceedToTransform"); Profiler::beginBlock("SyncMotionStates"); #endif //USE_QUICKPROF SyncMotionStates(timeStep); #ifdef USE_QUICKPROF Profiler::endBlock("SyncMotionStates"); #endif //USE_QUICKPROF #ifdef NEW_BULLET_VEHICLE_SUPPORT //sync wheels for vehicles int numVehicles = m_wrapperVehicles.size(); for (int i=0;i<numVehicles;i++) { WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i]; wrapperVehicle->SyncWheels(); } #endif //NEW_BULLET_VEHICLE_SUPPORT return true; } }
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep) { //don't simulate without timesubsteps if (m_numTimeSubSteps<1) return true; //printf("proceedDeltaTime\n"); #ifdef USE_QUICKPROF //toggle Profiler if ( m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_ProfileTimings) { if (!m_profileTimings) { m_profileTimings = 1; // To disable profiling, simply comment out the following line. static int counter = 0; char filename[128]; sprintf(filename,"quickprof_bullet_timings%i.csv",counter++); Profiler::init(filename, Profiler::BLOCK_CYCLE_SECONDS);//BLOCK_TOTAL_MICROSECONDS } } else { if (m_profileTimings) { m_profileTimings = 0; Profiler::destroy(); } } #endif //USE_QUICKPROF if (!SimdFuzzyZero(timeStep)) { { //do the kinematic calculation here, over the full timestep std::vector<CcdPhysicsController*>::iterator i; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = *i; SimdTransform predictedTrans; RigidBody* body = ctrl->GetRigidBody(); if (body->GetActivationState() != ISLAND_SLEEPING) { if (body->IsStatic()) { //to calculate velocities next frame body->saveKinematicState(timeStep); } } } } int i; float subTimeStep = timeStep / float(m_numTimeSubSteps); for (i=0;i<this->m_numTimeSubSteps;i++) { proceedDeltaTimeOneStep(subTimeStep); } } else { //todo: interpolate } return true; }