368 lines
14 KiB
C++
368 lines
14 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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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 *
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* use of this software. *
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* *
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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 *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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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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********************************************************************************/
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// Libraries
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#include "DynamicsWorld.h"
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// Namespaces
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using namespace reactphysics3d;
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using namespace std;
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// Constructor
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DynamicsWorld::DynamicsWorld(const Vector3 &gravity, decimal timeStep = DEFAULT_TIMESTEP)
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: CollisionWorld(), mTimer(timeStep), mGravity(gravity), mIsGravityOn(true),
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mContactSolver(*this, mConstrainedLinearVelocities, mConstrainedAngularVelocities,
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mMapBodyToConstrainedVelocityIndex),
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mIsDeactivationActive(DEACTIVATION_ENABLED) {
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}
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// Destructor
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DynamicsWorld::~DynamicsWorld() {
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// Delete the remaining overlapping pairs
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map<std::pair<bodyindex, bodyindex>, OverlappingPair*>::iterator it;
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for (it = mOverlappingPairs.begin(); it != mOverlappingPairs.end(); it++) {
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// Delete the overlapping pair
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(*it).second->OverlappingPair::~OverlappingPair();
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mMemoryAllocator.release((*it).second, sizeof(OverlappingPair));
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}
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// Free the allocated memory for the constrained velocities
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cleanupConstrainedVelocitiesArray();
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#ifdef IS_PROFILING_ACTIVE
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// Print the profiling report
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Profiler::printReport(std::cout);
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// Destroy the profiler (release the allocated memory)
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Profiler::destroy();
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#endif
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}
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// Update the physics simulation
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void DynamicsWorld::update() {
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#ifdef IS_PROFILING_ACTIVE
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// Increment the frame counter of the profiler
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Profiler::incrementFrameCounter();
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#endif
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PROFILE("DynamicsWorld::update()");
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assert(mTimer.getIsRunning());
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// Compute the time since the last update() call and update the timer
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mTimer.update();
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// Apply the gravity force to all bodies
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applyGravity();
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// While the time accumulator is not empty
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while(mTimer.isPossibleToTakeStep()) {
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// Remove all contact manifolds
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mContactManifolds.clear();
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// Compute the collision detection
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mCollisionDetection.computeCollisionDetection();
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// Initialize the constrained velocities
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initConstrainedVelocitiesArray();
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// If there are contacts
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if (!mContactManifolds.empty()) {
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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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mTimer.nextStep();
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// Reset the movement boolean variable of each body to false
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resetBodiesMovementVariable();
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// Update the position and orientation of each body
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updateRigidBodiesPositionAndOrientation();
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// Cleanup of the contact solver
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mContactSolver.cleanup();
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// Cleanup the constrained velocities
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cleanupConstrainedVelocitiesArray();
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}
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// Compute and set the interpolation factor to all the bodies
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setInterpolationFactorToAllBodies();
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}
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// Update the position and orientation of the rigid bodies
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void DynamicsWorld::updateRigidBodiesPositionAndOrientation() {
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PROFILE("DynamicsWorld::updateRigidBodiesPositionAndOrientation()");
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decimal dt = static_cast<decimal>(mTimer.getTimeStep());
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// For each rigid body of the world
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set<RigidBody*>::iterator it;
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for (it = getRigidBodiesBeginIterator(); it != getRigidBodiesEndIterator(); ++it) {
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RigidBody* rigidBody = *it;
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assert(rigidBody != NULL);
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// If the body is allowed to move
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if (rigidBody->getIsMotionEnabled()) {
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// Update the old Transform of the body
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rigidBody->updateOldTransform();
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// Get the constrained velocity
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uint indexArray = mMapBodyToConstrainedVelocityIndex.find(rigidBody)->second;
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Vector3 newLinVelocity = mConstrainedLinearVelocities[indexArray];
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Vector3 newAngVelocity = mConstrainedAngularVelocities[indexArray];
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// Update the linear and angular velocity of the body
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rigidBody->setLinearVelocity(newLinVelocity);
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rigidBody->setAngularVelocity(newAngVelocity);
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// Add the split impulse velocity from Contact Solver (only used to update the position)
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if (mContactSolver.isConstrainedBody(rigidBody)) {
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newLinVelocity += mContactSolver.getSplitLinearVelocityOfBody(rigidBody);
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newAngVelocity += mContactSolver.getSplitAngularVelocityOfBody(rigidBody);
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}
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// Get current position and orientation of the body
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const Vector3& currentPosition = rigidBody->getTransform().getPosition();
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const Quaternion& currentOrientation = rigidBody->getTransform().getOrientation();
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// Compute the new position of the body
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Vector3 newPosition = currentPosition + newLinVelocity * dt;
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Quaternion newOrientation = currentOrientation + Quaternion(newAngVelocity.x,
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newAngVelocity.y,
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newAngVelocity.z, 0) *
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currentOrientation * 0.5 * dt;
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// Update the Transform of the body
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Transform newTransform(newPosition, newOrientation.getUnit());
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rigidBody->setTransform(newTransform);
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// Update the AABB of the rigid body
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rigidBody->updateAABB();
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}
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}
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}
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// Compute and set the interpolation factor to all bodies
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void DynamicsWorld::setInterpolationFactorToAllBodies() {
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PROFILE("DynamicsWorld::setInterpolationFactorToAllBodies()");
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// Compute the interpolation factor
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decimal factor = mTimer.computeInterpolationFactor();
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assert(factor >= 0.0 && factor <= 1.0);
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// Set the factor to all bodies
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set<RigidBody*>::iterator it;
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for (it = getRigidBodiesBeginIterator(); it != getRigidBodiesEndIterator(); ++it) {
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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assert(rigidBody);
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rigidBody->setInterpolationFactor(factor);
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}
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}
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// Initialize the constrained velocities array at each step
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void DynamicsWorld::initConstrainedVelocitiesArray() {
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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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mConstrainedAngularVelocities = std::vector<Vector3>(mRigidBodies.size(), Vector3(0, 0, 0));
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double dt = mTimer.getTimeStep();
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// Fill in the mapping of rigid body to their index in the constrained
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// velocities arrays
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uint i = 0;
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for (std::set<RigidBody*>::iterator it = mRigidBodies.begin(); it != mRigidBodies.end(); ++it) {
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RigidBody* rigidBody = *it;
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mMapBodyToConstrainedVelocityIndex.insert(std::make_pair<RigidBody*, uint>(rigidBody, i));
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// Integrate the external force to get the new velocity of the body
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mConstrainedLinearVelocities[i] = rigidBody->getLinearVelocity() +
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dt * rigidBody->getMassInverse() * rigidBody->getExternalForce();
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mConstrainedAngularVelocities[i] = rigidBody->getAngularVelocity() +
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dt * rigidBody->getInertiaTensorInverseWorld() * rigidBody->getExternalTorque();
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i++;
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}
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}
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// Cleanup the constrained velocities array at each step
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void DynamicsWorld::cleanupConstrainedVelocitiesArray() {
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// Clear the constrained velocites
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mConstrainedLinearVelocities.clear();
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mConstrainedAngularVelocities.clear();
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// Clear the rigid body to velocities array index mapping
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mMapBodyToConstrainedVelocityIndex.clear();
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}
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// Apply the gravity force to all bodies of the physics world
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void DynamicsWorld::applyGravity() {
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PROFILE("DynamicsWorld::applyGravity()");
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// For each body of the physics world
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set<RigidBody*>::iterator it;
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for (it = getRigidBodiesBeginIterator(); it != getRigidBodiesEndIterator(); ++it) {
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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assert(rigidBody != NULL);
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// If the gravity force is on
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if(mIsGravityOn) {
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// Apply the current gravity force to the body
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rigidBody->setExternalForce(rigidBody->getMass() * mGravity);
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}
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}
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}
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// Create a rigid body into the physics world
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RigidBody* DynamicsWorld::createRigidBody(const Transform& transform, decimal mass,
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const Matrix3x3& inertiaTensorLocal,
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CollisionShape* collisionShape) {
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// Compute the body ID
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bodyindex bodyID = computeNextAvailableBodyID();
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// Largest index cannot be used (it is used for invalid index)
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assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
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// Create the rigid body
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RigidBody* rigidBody = new (mMemoryAllocator.allocate(sizeof(RigidBody))) RigidBody(transform,
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mass,
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inertiaTensorLocal,
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collisionShape,
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bodyID);
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assert(rigidBody != NULL);
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// Add the rigid body to the physics world
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mBodies.insert(rigidBody);
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mRigidBodies.insert(rigidBody);
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// Add the rigid body to the collision detection
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mCollisionDetection.addBody(rigidBody);
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// Return the pointer to the rigid body
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return rigidBody;
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}
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// Destroy a rigid body
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void DynamicsWorld::destroyRigidBody(RigidBody* rigidBody) {
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// Remove the body from the collision detection
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mCollisionDetection.removeBody(rigidBody);
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// Add the body ID to the list of free IDs
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mFreeBodiesIDs.push_back(rigidBody->getID());
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// Call the constructor of the rigid body
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rigidBody->RigidBody::~RigidBody();
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// Remove the rigid body from the list of rigid bodies
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mBodies.erase(rigidBody);
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mRigidBodies.erase(rigidBody);
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// Free the object from the memory allocator
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mMemoryAllocator.release(rigidBody, sizeof(RigidBody));
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}
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// Remove all constraints in the physics world
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void DynamicsWorld::removeAllConstraints() {
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mConstraints.clear();
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}
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// Notify the world about a new broad-phase overlapping pair
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void DynamicsWorld::notifyAddedOverlappingPair(const BroadPhasePair* addedPair) {
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// Get the pair of body index
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bodyindexpair indexPair = addedPair->getBodiesIndexPair();
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// Add the pair into the set of overlapping pairs (if not there yet)
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OverlappingPair* newPair = new (mMemoryAllocator.allocate(sizeof(OverlappingPair))) OverlappingPair(
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addedPair->body1, addedPair->body2, mMemoryAllocator);
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assert(newPair != NULL);
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std::pair<map<bodyindexpair, OverlappingPair*>::iterator, bool> check =
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mOverlappingPairs.insert(make_pair(indexPair, newPair));
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assert(check.second);
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}
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// Notify the world about a removed broad-phase overlapping pair
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void DynamicsWorld::notifyRemovedOverlappingPair(const BroadPhasePair* removedPair) {
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// Get the pair of body index
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std::pair<bodyindex, bodyindex> indexPair = removedPair->getBodiesIndexPair();
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// Remove the overlapping pair from the memory allocator
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mOverlappingPairs.find(indexPair)->second->OverlappingPair::~OverlappingPair();
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mMemoryAllocator.release(mOverlappingPairs[indexPair], sizeof(OverlappingPair));
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mOverlappingPairs.erase(indexPair);
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}
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// Notify the world about a new narrow-phase contact
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void DynamicsWorld::notifyNewContact(const BroadPhasePair* broadPhasePair,
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const ContactInfo* contactInfo) {
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RigidBody* const rigidBody1 = dynamic_cast<RigidBody* const>(broadPhasePair->body1);
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RigidBody* const rigidBody2 = dynamic_cast<RigidBody* const>(broadPhasePair->body2);
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assert(rigidBody1 != NULL);
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assert(rigidBody2 != NULL);
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// Create a new contact
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ContactPoint* contact = new (mMemoryAllocator.allocate(sizeof(ContactPoint))) ContactPoint(
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rigidBody1,
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rigidBody2,
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contactInfo);
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assert(contact != NULL);
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// Get the corresponding overlapping pair
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pair<bodyindex, bodyindex> indexPair = broadPhasePair->getBodiesIndexPair();
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OverlappingPair* overlappingPair = mOverlappingPairs.find(indexPair)->second;
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assert(overlappingPair != NULL);
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// Add the contact to the contact cache of the corresponding overlapping pair
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overlappingPair->addContact(contact);
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// Add the contact manifold to the world
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mContactManifolds.push_back(overlappingPair->getContactManifold());
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}
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