Modify the contact solver so that its main loop is outside the solver
This commit is contained in:
parent
ded465c105
commit
fdda0b26a9
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@ -66,12 +66,11 @@ int main(int argc, char** argv) {
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glutMouseFunc(mouseButton);
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glutMouseFunc(mouseButton);
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glutMotionFunc(mouseMotion);
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glutMotionFunc(mouseMotion);
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glutKeyboardFunc(keyboard);
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glutKeyboardFunc(keyboard);
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glutCloseFunc(finish);
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// Glut main looop
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// Glut main looop
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glutMainLoop();
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glutMainLoop();
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finish();
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return 0;
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return 0;
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}
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}
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@ -115,8 +114,7 @@ void keyboard(unsigned char key, int x, int y) {
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// Escape key
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// Escape key
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case 27:
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case 27:
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finish();
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glutLeaveMainLoop();
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exit(0);
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break;
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break;
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// Space bar
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// Space bar
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@ -154,6 +154,7 @@ CollisionShape* CollisionWorld::createCollisionShape(const CollisionShape& colli
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// A similar collision shape does not already exist in the world, so we create a
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// A similar collision shape does not already exist in the world, so we create a
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// new one and add it to the world
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// new one and add it to the world
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void* allocatedMemory = mMemoryAllocator.allocate(collisionShape.getSizeInBytes());
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void* allocatedMemory = mMemoryAllocator.allocate(collisionShape.getSizeInBytes());
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size_t test = collisionShape.getSizeInBytes();
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CollisionShape* newCollisionShape = collisionShape.clone(allocatedMemory);
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CollisionShape* newCollisionShape = collisionShape.clone(allocatedMemory);
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mCollisionShapes.push_back(newCollisionShape);
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mCollisionShapes.push_back(newCollisionShape);
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@ -181,11 +182,14 @@ void CollisionWorld::removeCollisionShape(CollisionShape* collisionShape) {
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// Remove the shape from the set of shapes in the world
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// Remove the shape from the set of shapes in the world
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mCollisionShapes.remove(collisionShape);
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mCollisionShapes.remove(collisionShape);
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// Compute the size (in bytes) of the collision shape
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size_t nbBytesShape = collisionShape->getSizeInBytes();
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// Call the destructor of the collision shape
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// Call the destructor of the collision shape
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collisionShape->CollisionShape::~CollisionShape();
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collisionShape->CollisionShape::~CollisionShape();
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// Deallocate the memory used by the collision shape
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// Deallocate the memory used by the collision shape
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mMemoryAllocator.release(collisionShape, collisionShape->getSizeInBytes());
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mMemoryAllocator.release(collisionShape, nbBytesShape);
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}
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}
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}
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}
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@ -25,6 +25,7 @@
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// Libraries
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// Libraries
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#include "ConstraintSolver.h"
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#include "ConstraintSolver.h"
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#include "Profiler.h"
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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@ -43,3 +44,19 @@ ConstraintSolver::ConstraintSolver(std::set<Constraint*>& joints,
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ConstraintSolver::~ConstraintSolver() {
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ConstraintSolver::~ConstraintSolver() {
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}
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}
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// Initialize the constraint solver
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void ConstraintSolver::initialize(decimal dt) {
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PROFILE("ConstraintSolver::initialize()");
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// Set the current time step
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mTimeStep = dt;
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}
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// Solve the constraints
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void ConstraintSolver::solve() {
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PROFILE("ConstraintSolver::solve()");
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}
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@ -142,6 +142,12 @@ class ConstraintSolver {
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/// Destructor
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/// Destructor
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~ConstraintSolver();
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~ConstraintSolver();
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/// Initialize the constraint solver
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void initialize(decimal dt);
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/// Solve the constraints
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void solve();
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};
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};
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}
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}
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@ -44,7 +44,6 @@ ContactSolver::ContactSolver(std::vector<ContactManifold*>& contactManifolds,
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std::vector<Vector3>& constrainedAngularVelocities,
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std::vector<Vector3>& constrainedAngularVelocities,
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const std::map<RigidBody*, uint>& mapBodyToVelocityIndex)
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const std::map<RigidBody*, uint>& mapBodyToVelocityIndex)
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:mContactManifolds(contactManifolds),
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:mContactManifolds(contactManifolds),
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mNbIterations(DEFAULT_CONSTRAINTS_SOLVER_NB_ITERATIONS),
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mSplitLinearVelocities(NULL), mSplitAngularVelocities(NULL),
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mSplitLinearVelocities(NULL), mSplitAngularVelocities(NULL),
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mContactConstraints(NULL),
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mContactConstraints(NULL),
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mConstrainedLinearVelocities(constrainedLinearVelocities),
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mConstrainedLinearVelocities(constrainedLinearVelocities),
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@ -61,7 +60,12 @@ ContactSolver::~ContactSolver() {
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}
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}
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// Initialize the constraint solver
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// Initialize the constraint solver
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void ContactSolver::initialize() {
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void ContactSolver::initialize(decimal dt) {
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PROFILE("ContactSolver::initialize()");
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// Set the current time step
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mTimeStep = dt;
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// TODO : Use better memory allocation here
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// TODO : Use better memory allocation here
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mContactConstraints = new ContactManifoldSolver[mContactManifolds.size()];
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mContactConstraints = new ContactManifoldSolver[mContactManifolds.size()];
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@ -187,6 +191,9 @@ void ContactSolver::initialize() {
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// Initialize the split impulse velocities
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// Initialize the split impulse velocities
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initializeSplitImpulseVelocities();
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initializeSplitImpulseVelocities();
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// Fill-in all the matrices needed to solve the LCP problem
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initializeContactConstraints();
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}
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}
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// Initialize the split impulse velocities
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// Initialize the split impulse velocities
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@ -380,6 +387,9 @@ void ContactSolver::initializeContactConstraints() {
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/// the solution of the linear system
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/// the solution of the linear system
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void ContactSolver::warmStart() {
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void ContactSolver::warmStart() {
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// Check that warm starting is active
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if (!mIsWarmStartingActive) return;
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// For each constraint
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// For each constraint
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for (uint c=0; c<mNbContactManifolds; c++) {
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for (uint c=0; c<mNbContactManifolds; c++) {
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@ -519,15 +529,13 @@ void ContactSolver::warmStart() {
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}
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}
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}
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}
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// Solve the contact constraints by applying sequential impulses
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// Solve the contacts
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void ContactSolver::solveContactConstraints() {
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void ContactSolver::solve() {
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PROFILE("ContactSolver::solve()");
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decimal deltaLambda;
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decimal deltaLambda;
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decimal lambdaTemp;
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decimal lambdaTemp;
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uint iter;
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// For each iteration of the contact solver
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for(iter=0; iter<mNbIterations; iter++) {
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// For each contact manifold
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// For each contact manifold
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for (uint c=0; c<mNbContactManifolds; c++) {
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for (uint c=0; c<mNbContactManifolds; c++) {
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@ -744,33 +752,6 @@ void ContactSolver::solveContactConstraints() {
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applyImpulse(impulseTwistFriction, contactManifold);
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applyImpulse(impulseTwistFriction, contactManifold);
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}
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}
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}
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}
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}
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}
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// Solve the constraints
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void ContactSolver::solve(decimal timeStep) {
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PROFILE("ContactSolver::solve()");
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// Set the current time step
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mTimeStep = timeStep;
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// Initialize the solver
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initialize();
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// Fill-in all the matrices needed to solve the LCP problem
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initializeContactConstraints();
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// Warm start the solver
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if (mIsWarmStartingActive) {
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warmStart();
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}
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// Solve the contact constraints
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solveContactConstraints();
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// Cache the lambda values in order to use them in the next step
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storeImpulses();
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}
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}
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// Store the computed impulses to use them to
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// Store the computed impulses to use them to
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@ -345,9 +345,6 @@ class ContactSolver {
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/// Reference to all the contact manifold of the world
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/// Reference to all the contact manifold of the world
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std::vector<ContactManifold*>& mContactManifolds;
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std::vector<ContactManifold*>& mContactManifolds;
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/// Number of iterations of the contact solver
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uint mNbIterations;
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/// Split linear velocities for the position contact solver (split impulse)
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/// Split linear velocities for the position contact solver (split impulse)
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Vector3* mSplitLinearVelocities;
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Vector3* mSplitLinearVelocities;
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@ -389,25 +386,12 @@ class ContactSolver {
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// -------------------- Methods -------------------- //
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// -------------------- Methods -------------------- //
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/// Initialize the constraint solver
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void initialize();
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/// Initialize the split impulse velocities
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/// Initialize the split impulse velocities
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void initializeSplitImpulseVelocities();
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void initializeSplitImpulseVelocities();
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/// Initialize the contact constraints before solving the system
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/// Initialize the contact constraints before solving the system
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void initializeContactConstraints();
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void initializeContactConstraints();
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/// Store the computed impulses to use them to
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/// warm start the solver at the next iteration
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void storeImpulses();
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/// Warm start the solver.
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void warmStart();
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/// Solve the contact constraints by applying sequential impulses
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void solveContactConstraints();
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/// Apply an impulse to the two bodies of a constraint
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/// Apply an impulse to the two bodies of a constraint
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void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
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void applyImpulse(const Impulse& impulse, const ContactManifoldSolver& manifold);
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/// Destructor
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/// Destructor
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virtual ~ContactSolver();
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virtual ~ContactSolver();
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/// Solve the constraints
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/// Initialize the constraint solver
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void solve(decimal timeStep);
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void initialize(decimal dt);
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/// Warm start the solver.
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void warmStart();
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/// Store the computed impulses to use them to
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/// warm start the solver at the next iteration
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void storeImpulses();
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/// Solve the contacts
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void solve();
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/// Return true if the body is in at least one constraint
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/// Return true if the body is in at least one constraint
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bool isConstrainedBody(RigidBody* body) const;
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bool isConstrainedBody(RigidBody* body) const;
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@ -481,9 +475,6 @@ class ContactSolver {
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/// Clean up the constraint solver
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/// Clean up the constraint solver
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void cleanup();
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void cleanup();
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/// Set the number of iterations of the constraint solver
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void setNbIterationsSolver(uint nbIterations);
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/// Activate or Deactivate the split impulses for contacts
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/// Activate or Deactivate the split impulses for contacts
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void setIsSplitImpulseActive(bool isActive);
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void setIsSplitImpulseActive(bool isActive);
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@ -511,11 +502,6 @@ inline Vector3 ContactSolver::getSplitAngularVelocityOfBody(RigidBody* body) {
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return mSplitAngularVelocities[indexBody];
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return mSplitAngularVelocities[indexBody];
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}
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}
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// Set the number of iterations of the constraint solver
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inline void ContactSolver::setNbIterationsSolver(uint nbIterations) {
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mNbIterations = nbIterations;
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}
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// Activate or Deactivate the split impulses for contacts
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// Activate or Deactivate the split impulses for contacts
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inline void ContactSolver::setIsSplitImpulseActive(bool isActive) {
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inline void ContactSolver::setIsSplitImpulseActive(bool isActive) {
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mIsSplitImpulseActive = isActive;
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mIsSplitImpulseActive = isActive;
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@ -38,6 +38,7 @@ DynamicsWorld::DynamicsWorld(const Vector3 &gravity, decimal timeStep = DEFAULT_
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mMapBodyToConstrainedVelocityIndex),
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mMapBodyToConstrainedVelocityIndex),
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mConstraintSolver(mJoints, mConstrainedLinearVelocities, mConstrainedAngularVelocities,
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mConstraintSolver(mJoints, mConstrainedLinearVelocities, mConstrainedAngularVelocities,
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mMapBodyToConstrainedVelocityIndex),
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mMapBodyToConstrainedVelocityIndex),
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mNbSolverIterations(DEFAULT_CONSTRAINTS_SOLVER_NB_ITERATIONS),
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mIsDeactivationActive(DEACTIVATION_ENABLED) {
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mIsDeactivationActive(DEACTIVATION_ENABLED) {
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}
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}
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// Compute the collision detection
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// Compute the collision detection
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mCollisionDetection.computeCollisionDetection();
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mCollisionDetection.computeCollisionDetection();
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// Initialize the constrained velocities
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// Integrate the velocities
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initConstrainedVelocitiesArray();
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integrateRigidBodiesVelocities();
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// If there are contacts
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// Solve the contacts and constraints
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if (!mContactManifolds.empty()) {
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solveContactsAndConstraints();
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// Solve the contacts
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mContactSolver.solve(static_cast<decimal>(mTimer.getTimeStep()));
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}
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// Update the timer
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// Update the timer
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mTimer.nextStep();
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mTimer.nextStep();
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// Reset the movement boolean variable of each body to false
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// Reset the movement boolean variable of each body to false
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resetBodiesMovementVariable();
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resetBodiesMovementVariable();
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// Update the position and orientation of each body
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// Integrate the position and orientation of each body
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updateRigidBodiesPositionAndOrientation();
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integrateRigidBodiesPositions();
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// Cleanup of the contact solver
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// Cleanup of the contact solver
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mContactSolver.cleanup();
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mContactSolver.cleanup();
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setInterpolationFactorToAllBodies();
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setInterpolationFactorToAllBodies();
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}
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}
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// Update the position and orientation of the rigid bodies
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// Integrate position and orientation of the rigid bodies
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void DynamicsWorld::updateRigidBodiesPositionAndOrientation() {
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void DynamicsWorld::integrateRigidBodiesPositions() {
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PROFILE("DynamicsWorld::updateRigidBodiesPositionAndOrientation()");
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PROFILE("DynamicsWorld::updateRigidBodiesPositionAndOrientation()");
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@ -200,8 +197,8 @@ void DynamicsWorld::setInterpolationFactorToAllBodies() {
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}
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}
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}
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}
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// Initialize the constrained velocities array at each step
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// Integrate the velocities of rigid bodies
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void DynamicsWorld::initConstrainedVelocitiesArray() {
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void DynamicsWorld::integrateRigidBodiesVelocities() {
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// TODO : Use better memory allocation here
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// TODO : Use better memory allocation here
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mConstrainedLinearVelocities = std::vector<Vector3>(mRigidBodies.size(), Vector3(0, 0, 0));
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mConstrainedLinearVelocities = std::vector<Vector3>(mRigidBodies.size(), Vector3(0, 0, 0));
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@ -228,6 +225,50 @@ void DynamicsWorld::initConstrainedVelocitiesArray() {
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assert(mMapBodyToConstrainedVelocityIndex.size() == mRigidBodies.size());
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assert(mMapBodyToConstrainedVelocityIndex.size() == mRigidBodies.size());
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}
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}
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// Solve the contacts and constraints
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void DynamicsWorld::solveContactsAndConstraints() {
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PROFILE("DynamicsWorld::solveContactsAndConstraints()");
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// Get the current time step
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decimal dt = static_cast<decimal>(mTimer.getTimeStep());
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// Check if there are contacts and constraints to solve
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bool isConstraintsToSolve = !mJoints.empty();
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bool isContactsToSolve = !mContactManifolds.empty();
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if (!isConstraintsToSolve && !isContactsToSolve) return;
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// If there are contacts
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if (isContactsToSolve) {
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// Initialize the solver
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mContactSolver.initialize(dt);
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// Warm start the contact solver
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mContactSolver.warmStart();
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}
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// If there are constraints
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if (isConstraintsToSolve) {
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// Initialize the constraint solver
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mConstraintSolver.initialize(dt);
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}
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// For each iteration of the solver
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for (uint i=0; i<mNbSolverIterations; i++) {
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// Solve the constraints
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if (isConstraintsToSolve) mConstraintSolver.solve();
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|
// Solve the contacts
|
||||||
|
if (isContactsToSolve) mContactSolver.solve();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cache the lambda values in order to use them in the next step
|
||||||
|
if (isContactsToSolve) mContactSolver.storeImpulses();
|
||||||
|
}
|
||||||
|
|
||||||
// Cleanup the constrained velocities array at each step
|
// Cleanup the constrained velocities array at each step
|
||||||
void DynamicsWorld::cleanupConstrainedVelocitiesArray() {
|
void DynamicsWorld::cleanupConstrainedVelocitiesArray() {
|
||||||
|
|
||||||
|
@ -235,9 +276,6 @@ void DynamicsWorld::cleanupConstrainedVelocitiesArray() {
|
||||||
mConstrainedLinearVelocities.clear();
|
mConstrainedLinearVelocities.clear();
|
||||||
mConstrainedAngularVelocities.clear();
|
mConstrainedAngularVelocities.clear();
|
||||||
|
|
||||||
// Clear the constrained bodies
|
|
||||||
mConstrainedBodies.clear();
|
|
||||||
|
|
||||||
// Clear the rigid body to velocities array index mapping
|
// Clear the rigid body to velocities array index mapping
|
||||||
mMapBodyToConstrainedVelocityIndex.clear();
|
mMapBodyToConstrainedVelocityIndex.clear();
|
||||||
}
|
}
|
||||||
|
|
|
@ -59,6 +59,9 @@ class DynamicsWorld : public CollisionWorld {
|
||||||
/// Constraint solver
|
/// Constraint solver
|
||||||
ConstraintSolver mConstraintSolver;
|
ConstraintSolver mConstraintSolver;
|
||||||
|
|
||||||
|
/// Number of solver iterations for the Sequential Impulses technique
|
||||||
|
uint mNbSolverIterations;
|
||||||
|
|
||||||
/// True if the deactivation (sleeping) of inactive bodies is enabled
|
/// True if the deactivation (sleeping) of inactive bodies is enabled
|
||||||
bool mIsDeactivationActive;
|
bool mIsDeactivationActive;
|
||||||
|
|
||||||
|
@ -71,9 +74,6 @@ class DynamicsWorld : public CollisionWorld {
|
||||||
/// All the joints of the world
|
/// All the joints of the world
|
||||||
std::set<Constraint*> mJoints;
|
std::set<Constraint*> mJoints;
|
||||||
|
|
||||||
/// All the bodies that are part of contacts or constraints
|
|
||||||
std::set<RigidBody*> mConstrainedBodies;
|
|
||||||
|
|
||||||
/// Gravity vector of the world
|
/// Gravity vector of the world
|
||||||
Vector3 mGravity;
|
Vector3 mGravity;
|
||||||
|
|
||||||
|
@ -99,8 +99,8 @@ class DynamicsWorld : public CollisionWorld {
|
||||||
/// Private assignment operator
|
/// Private assignment operator
|
||||||
DynamicsWorld& operator=(const DynamicsWorld& world);
|
DynamicsWorld& operator=(const DynamicsWorld& world);
|
||||||
|
|
||||||
/// Compute the motion of all bodies and update their positions and orientations
|
/// Integrate the positions and orientations of rigid bodies
|
||||||
void updateRigidBodiesPositionAndOrientation();
|
void integrateRigidBodiesPositions();
|
||||||
|
|
||||||
/// Update the position and orientation of a body
|
/// Update the position and orientation of a body
|
||||||
void updatePositionAndOrientationOfBody(RigidBody* body, Vector3 newLinVelocity,
|
void updatePositionAndOrientationOfBody(RigidBody* body, Vector3 newLinVelocity,
|
||||||
|
@ -109,8 +109,11 @@ class DynamicsWorld : public CollisionWorld {
|
||||||
/// Compute and set the interpolation factor to all bodies
|
/// Compute and set the interpolation factor to all bodies
|
||||||
void setInterpolationFactorToAllBodies();
|
void setInterpolationFactorToAllBodies();
|
||||||
|
|
||||||
/// Initialize the constrained velocities array at each step
|
/// Integrate the velocities of rigid bodies
|
||||||
void initConstrainedVelocitiesArray();
|
void integrateRigidBodiesVelocities();
|
||||||
|
|
||||||
|
/// Solve the contacts and constraints
|
||||||
|
void solveContactsAndConstraints();
|
||||||
|
|
||||||
/// Cleanup the constrained velocities array at each step
|
/// Cleanup the constrained velocities array at each step
|
||||||
void cleanupConstrainedVelocitiesArray();
|
void cleanupConstrainedVelocitiesArray();
|
||||||
|
@ -212,7 +215,7 @@ inline void DynamicsWorld::stop() {
|
||||||
|
|
||||||
// Set the number of iterations of the constraint solver
|
// Set the number of iterations of the constraint solver
|
||||||
inline void DynamicsWorld::setNbIterationsSolver(uint nbIterations) {
|
inline void DynamicsWorld::setNbIterationsSolver(uint nbIterations) {
|
||||||
mContactSolver.setNbIterationsSolver(nbIterations);
|
mNbSolverIterations = nbIterations;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Activate or Deactivate the split impulses for contacts
|
// Activate or Deactivate the split impulses for contacts
|
||||||
|
|
Loading…
Reference in New Issue
Block a user