btMultiBodyDynamicsWorld.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578
  1. /*
  2. Bullet Continuous Collision Detection and Physics Library
  3. Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
  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 "btMultiBodyDynamicsWorld.h"
  14. #include "btMultiBodyConstraintSolver.h"
  15. #include "btMultiBody.h"
  16. #include "btMultiBodyLinkCollider.h"
  17. #include "bullet/BulletCollision//CollisionDispatch/btSimulationIslandManager.h"
  18. #include "bullet/LinearMath/btQuickprof.h"
  19. #include "btMultiBodyConstraint.h"
  20. void btMultiBodyDynamicsWorld::addMultiBody(btMultiBody* body, short group, short mask)
  21. {
  22. m_multiBodies.push_back(body);
  23. }
  24. void btMultiBodyDynamicsWorld::removeMultiBody(btMultiBody* body)
  25. {
  26. m_multiBodies.remove(body);
  27. }
  28. void btMultiBodyDynamicsWorld::calculateSimulationIslands()
  29. {
  30. BT_PROFILE("calculateSimulationIslands");
  31. getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher());
  32. {
  33. //merge islands based on speculative contact manifolds too
  34. for (int i=0;i<this->m_predictiveManifolds.size();i++)
  35. {
  36. btPersistentManifold* manifold = m_predictiveManifolds[i];
  37. const btCollisionObject* colObj0 = manifold->getBody0();
  38. const btCollisionObject* colObj1 = manifold->getBody1();
  39. if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
  40. ((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
  41. {
  42. getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),(colObj1)->getIslandTag());
  43. }
  44. }
  45. }
  46. {
  47. int i;
  48. int numConstraints = int(m_constraints.size());
  49. for (i=0;i< numConstraints ; i++ )
  50. {
  51. btTypedConstraint* constraint = m_constraints[i];
  52. if (constraint->isEnabled())
  53. {
  54. const btRigidBody* colObj0 = &constraint->getRigidBodyA();
  55. const btRigidBody* colObj1 = &constraint->getRigidBodyB();
  56. if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
  57. ((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
  58. {
  59. getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),(colObj1)->getIslandTag());
  60. }
  61. }
  62. }
  63. }
  64. //merge islands linked by Featherstone link colliders
  65. for (int i=0;i<m_multiBodies.size();i++)
  66. {
  67. btMultiBody* body = m_multiBodies[i];
  68. {
  69. btMultiBodyLinkCollider* prev = body->getBaseCollider();
  70. for (int b=0;b<body->getNumLinks();b++)
  71. {
  72. btMultiBodyLinkCollider* cur = body->getLink(b).m_collider;
  73. if (((cur) && (!(cur)->isStaticOrKinematicObject())) &&
  74. ((prev) && (!(prev)->isStaticOrKinematicObject())))
  75. {
  76. int tagPrev = prev->getIslandTag();
  77. int tagCur = cur->getIslandTag();
  78. getSimulationIslandManager()->getUnionFind().unite(tagPrev, tagCur);
  79. }
  80. if (cur && !cur->isStaticOrKinematicObject())
  81. prev = cur;
  82. }
  83. }
  84. }
  85. //merge islands linked by multibody constraints
  86. {
  87. for (int i=0;i<this->m_multiBodyConstraints.size();i++)
  88. {
  89. btMultiBodyConstraint* c = m_multiBodyConstraints[i];
  90. int tagA = c->getIslandIdA();
  91. int tagB = c->getIslandIdB();
  92. if (tagA>=0 && tagB>=0)
  93. getSimulationIslandManager()->getUnionFind().unite(tagA, tagB);
  94. }
  95. }
  96. //Store the island id in each body
  97. getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld());
  98. }
  99. void btMultiBodyDynamicsWorld::updateActivationState(btScalar timeStep)
  100. {
  101. BT_PROFILE("btMultiBodyDynamicsWorld::updateActivationState");
  102. for ( int i=0;i<m_multiBodies.size();i++)
  103. {
  104. btMultiBody* body = m_multiBodies[i];
  105. if (body)
  106. {
  107. body->checkMotionAndSleepIfRequired(timeStep);
  108. if (!body->isAwake())
  109. {
  110. btMultiBodyLinkCollider* col = body->getBaseCollider();
  111. if (col && col->getActivationState() == ACTIVE_TAG)
  112. {
  113. col->setActivationState( WANTS_DEACTIVATION);
  114. col->setDeactivationTime(0.f);
  115. }
  116. for (int b=0;b<body->getNumLinks();b++)
  117. {
  118. btMultiBodyLinkCollider* col = body->getLink(b).m_collider;
  119. if (col && col->getActivationState() == ACTIVE_TAG)
  120. {
  121. col->setActivationState( WANTS_DEACTIVATION);
  122. col->setDeactivationTime(0.f);
  123. }
  124. }
  125. } else
  126. {
  127. btMultiBodyLinkCollider* col = body->getBaseCollider();
  128. if (col && col->getActivationState() != DISABLE_DEACTIVATION)
  129. col->setActivationState( ACTIVE_TAG );
  130. for (int b=0;b<body->getNumLinks();b++)
  131. {
  132. btMultiBodyLinkCollider* col = body->getLink(b).m_collider;
  133. if (col && col->getActivationState() != DISABLE_DEACTIVATION)
  134. col->setActivationState( ACTIVE_TAG );
  135. }
  136. }
  137. }
  138. }
  139. btDiscreteDynamicsWorld::updateActivationState(timeStep);
  140. }
  141. SIMD_FORCE_INLINE int btGetConstraintIslandId2(const btTypedConstraint* lhs)
  142. {
  143. int islandId;
  144. const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
  145. const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
  146. islandId= rcolObj0.getIslandTag()>=0?rcolObj0.getIslandTag():rcolObj1.getIslandTag();
  147. return islandId;
  148. }
  149. class btSortConstraintOnIslandPredicate2
  150. {
  151. public:
  152. bool operator() ( const btTypedConstraint* lhs, const btTypedConstraint* rhs ) const
  153. {
  154. int rIslandId0,lIslandId0;
  155. rIslandId0 = btGetConstraintIslandId2(rhs);
  156. lIslandId0 = btGetConstraintIslandId2(lhs);
  157. return lIslandId0 < rIslandId0;
  158. }
  159. };
  160. SIMD_FORCE_INLINE int btGetMultiBodyConstraintIslandId(const btMultiBodyConstraint* lhs)
  161. {
  162. int islandId;
  163. int islandTagA = lhs->getIslandIdA();
  164. int islandTagB = lhs->getIslandIdB();
  165. islandId= islandTagA>=0?islandTagA:islandTagB;
  166. return islandId;
  167. }
  168. class btSortMultiBodyConstraintOnIslandPredicate
  169. {
  170. public:
  171. bool operator() ( const btMultiBodyConstraint* lhs, const btMultiBodyConstraint* rhs ) const
  172. {
  173. int rIslandId0,lIslandId0;
  174. rIslandId0 = btGetMultiBodyConstraintIslandId(rhs);
  175. lIslandId0 = btGetMultiBodyConstraintIslandId(lhs);
  176. return lIslandId0 < rIslandId0;
  177. }
  178. };
  179. struct MultiBodyInplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback
  180. {
  181. btContactSolverInfo* m_solverInfo;
  182. btMultiBodyConstraintSolver* m_solver;
  183. btMultiBodyConstraint** m_multiBodySortedConstraints;
  184. int m_numMultiBodyConstraints;
  185. btTypedConstraint** m_sortedConstraints;
  186. int m_numConstraints;
  187. btIDebugDraw* m_debugDrawer;
  188. btDispatcher* m_dispatcher;
  189. btAlignedObjectArray<btCollisionObject*> m_bodies;
  190. btAlignedObjectArray<btPersistentManifold*> m_manifolds;
  191. btAlignedObjectArray<btTypedConstraint*> m_constraints;
  192. btAlignedObjectArray<btMultiBodyConstraint*> m_multiBodyConstraints;
  193. MultiBodyInplaceSolverIslandCallback( btMultiBodyConstraintSolver* solver,
  194. btDispatcher* dispatcher)
  195. :m_solverInfo(NULL),
  196. m_solver(solver),
  197. m_multiBodySortedConstraints(NULL),
  198. m_numConstraints(0),
  199. m_debugDrawer(NULL),
  200. m_dispatcher(dispatcher)
  201. {
  202. }
  203. MultiBodyInplaceSolverIslandCallback& operator=(MultiBodyInplaceSolverIslandCallback& other)
  204. {
  205. btAssert(0);
  206. (void)other;
  207. return *this;
  208. }
  209. SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btTypedConstraint** sortedConstraints, int numConstraints, btMultiBodyConstraint** sortedMultiBodyConstraints, int numMultiBodyConstraints, btIDebugDraw* debugDrawer)
  210. {
  211. btAssert(solverInfo);
  212. m_solverInfo = solverInfo;
  213. m_multiBodySortedConstraints = sortedMultiBodyConstraints;
  214. m_numMultiBodyConstraints = numMultiBodyConstraints;
  215. m_sortedConstraints = sortedConstraints;
  216. m_numConstraints = numConstraints;
  217. m_debugDrawer = debugDrawer;
  218. m_bodies.resize (0);
  219. m_manifolds.resize (0);
  220. m_constraints.resize (0);
  221. m_multiBodyConstraints.resize(0);
  222. }
  223. virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
  224. {
  225. if (islandId<0)
  226. {
  227. ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
  228. m_solver->solveMultiBodyGroup( bodies,numBodies,manifolds, numManifolds,m_sortedConstraints, m_numConstraints, &m_multiBodySortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
  229. } else
  230. {
  231. //also add all non-contact constraints/joints for this island
  232. btTypedConstraint** startConstraint = 0;
  233. btMultiBodyConstraint** startMultiBodyConstraint = 0;
  234. int numCurConstraints = 0;
  235. int numCurMultiBodyConstraints = 0;
  236. int i;
  237. //find the first constraint for this island
  238. for (i=0;i<m_numConstraints;i++)
  239. {
  240. if (btGetConstraintIslandId2(m_sortedConstraints[i]) == islandId)
  241. {
  242. startConstraint = &m_sortedConstraints[i];
  243. break;
  244. }
  245. }
  246. //count the number of constraints in this island
  247. for (;i<m_numConstraints;i++)
  248. {
  249. if (btGetConstraintIslandId2(m_sortedConstraints[i]) == islandId)
  250. {
  251. numCurConstraints++;
  252. }
  253. }
  254. for (i=0;i<m_numMultiBodyConstraints;i++)
  255. {
  256. if (btGetMultiBodyConstraintIslandId(m_multiBodySortedConstraints[i]) == islandId)
  257. {
  258. startMultiBodyConstraint = &m_multiBodySortedConstraints[i];
  259. break;
  260. }
  261. }
  262. //count the number of multi body constraints in this island
  263. for (;i<m_numMultiBodyConstraints;i++)
  264. {
  265. if (btGetMultiBodyConstraintIslandId(m_multiBodySortedConstraints[i]) == islandId)
  266. {
  267. numCurMultiBodyConstraints++;
  268. }
  269. }
  270. if (m_solverInfo->m_minimumSolverBatchSize<=1)
  271. {
  272. m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
  273. } else
  274. {
  275. for (i=0;i<numBodies;i++)
  276. m_bodies.push_back(bodies[i]);
  277. for (i=0;i<numManifolds;i++)
  278. m_manifolds.push_back(manifolds[i]);
  279. for (i=0;i<numCurConstraints;i++)
  280. m_constraints.push_back(startConstraint[i]);
  281. for (i=0;i<numCurMultiBodyConstraints;i++)
  282. m_multiBodyConstraints.push_back(startMultiBodyConstraint[i]);
  283. if ((m_constraints.size()+m_manifolds.size())>m_solverInfo->m_minimumSolverBatchSize)
  284. {
  285. processConstraints();
  286. } else
  287. {
  288. //printf("deferred\n");
  289. }
  290. }
  291. }
  292. }
  293. void processConstraints()
  294. {
  295. btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0;
  296. btPersistentManifold** manifold = m_manifolds.size()?&m_manifolds[0]:0;
  297. btTypedConstraint** constraints = m_constraints.size()?&m_constraints[0]:0;
  298. btMultiBodyConstraint** multiBodyConstraints = m_multiBodyConstraints.size() ? &m_multiBodyConstraints[0] : 0;
  299. m_solver->solveMultiBodyGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,multiBodyConstraints, m_multiBodyConstraints.size(), *m_solverInfo,m_debugDrawer,m_dispatcher);
  300. m_bodies.resize(0);
  301. m_manifolds.resize(0);
  302. m_constraints.resize(0);
  303. m_multiBodyConstraints.resize(0);
  304. }
  305. };
  306. btMultiBodyDynamicsWorld::btMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
  307. :btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration),
  308. m_multiBodyConstraintSolver(constraintSolver)
  309. {
  310. //split impulse is not yet supported for Featherstone hierarchies
  311. getSolverInfo().m_splitImpulse = false;
  312. getSolverInfo().m_solverMode |=SOLVER_USE_2_FRICTION_DIRECTIONS;
  313. m_solverMultiBodyIslandCallback = new MultiBodyInplaceSolverIslandCallback(constraintSolver,dispatcher);
  314. }
  315. btMultiBodyDynamicsWorld::~btMultiBodyDynamicsWorld ()
  316. {
  317. delete m_solverMultiBodyIslandCallback;
  318. }
  319. void btMultiBodyDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
  320. {
  321. btAlignedObjectArray<btScalar> scratch_r;
  322. btAlignedObjectArray<btVector3> scratch_v;
  323. btAlignedObjectArray<btMatrix3x3> scratch_m;
  324. BT_PROFILE("solveConstraints");
  325. m_sortedConstraints.resize( m_constraints.size());
  326. int i;
  327. for (i=0;i<getNumConstraints();i++)
  328. {
  329. m_sortedConstraints[i] = m_constraints[i];
  330. }
  331. m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate2());
  332. btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
  333. m_sortedMultiBodyConstraints.resize(m_multiBodyConstraints.size());
  334. for (i=0;i<m_multiBodyConstraints.size();i++)
  335. {
  336. m_sortedMultiBodyConstraints[i] = m_multiBodyConstraints[i];
  337. }
  338. m_sortedMultiBodyConstraints.quickSort(btSortMultiBodyConstraintOnIslandPredicate());
  339. btMultiBodyConstraint** sortedMultiBodyConstraints = m_sortedMultiBodyConstraints.size() ? &m_sortedMultiBodyConstraints[0] : 0;
  340. m_solverMultiBodyIslandCallback->setup(&solverInfo,constraintsPtr,m_sortedConstraints.size(),sortedMultiBodyConstraints,m_sortedMultiBodyConstraints.size(), getDebugDrawer());
  341. m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
  342. /// solve all the constraints for this island
  343. m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),m_solverMultiBodyIslandCallback);
  344. {
  345. BT_PROFILE("btMultiBody addForce and stepVelocities");
  346. for (int i=0;i<this->m_multiBodies.size();i++)
  347. {
  348. btMultiBody* bod = m_multiBodies[i];
  349. bool isSleeping = false;
  350. if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
  351. {
  352. isSleeping = true;
  353. }
  354. for (int b=0;b<bod->getNumLinks();b++)
  355. {
  356. if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPING)
  357. isSleeping = true;
  358. }
  359. if (!isSleeping)
  360. {
  361. scratch_r.resize(bod->getNumLinks()+1);
  362. scratch_v.resize(bod->getNumLinks()+1);
  363. scratch_m.resize(bod->getNumLinks()+1);
  364. bod->clearForcesAndTorques();
  365. bod->addBaseForce(m_gravity * bod->getBaseMass());
  366. for (int j = 0; j < bod->getNumLinks(); ++j)
  367. {
  368. bod->addLinkForce(j, m_gravity * bod->getLinkMass(j));
  369. }
  370. bod->stepVelocities(solverInfo.m_timeStep, scratch_r, scratch_v, scratch_m);
  371. }
  372. }
  373. }
  374. m_solverMultiBodyIslandCallback->processConstraints();
  375. m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
  376. }
  377. void btMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
  378. {
  379. btDiscreteDynamicsWorld::integrateTransforms(timeStep);
  380. {
  381. BT_PROFILE("btMultiBody stepPositions");
  382. //integrate and update the Featherstone hierarchies
  383. btAlignedObjectArray<btQuaternion> world_to_local;
  384. btAlignedObjectArray<btVector3> local_origin;
  385. for (int b=0;b<m_multiBodies.size();b++)
  386. {
  387. btMultiBody* bod = m_multiBodies[b];
  388. bool isSleeping = false;
  389. if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
  390. {
  391. isSleeping = true;
  392. }
  393. for (int b=0;b<bod->getNumLinks();b++)
  394. {
  395. if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState()==ISLAND_SLEEPING)
  396. isSleeping = true;
  397. }
  398. if (!isSleeping)
  399. {
  400. int nLinks = bod->getNumLinks();
  401. ///base + num links
  402. world_to_local.resize(nLinks+1);
  403. local_origin.resize(nLinks+1);
  404. bod->stepPositions(timeStep);
  405. world_to_local[0] = bod->getWorldToBaseRot();
  406. local_origin[0] = bod->getBasePos();
  407. if (bod->getBaseCollider())
  408. {
  409. btVector3 posr = local_origin[0];
  410. float pos[4]={posr.x(),posr.y(),posr.z(),1};
  411. float quat[4]={-world_to_local[0].x(),-world_to_local[0].y(),-world_to_local[0].z(),world_to_local[0].w()};
  412. btTransform tr;
  413. tr.setIdentity();
  414. tr.setOrigin(posr);
  415. tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
  416. bod->getBaseCollider()->setWorldTransform(tr);
  417. }
  418. for (int k=0;k<bod->getNumLinks();k++)
  419. {
  420. const int parent = bod->getParent(k);
  421. world_to_local[k+1] = bod->getParentToLocalRot(k) * world_to_local[parent+1];
  422. local_origin[k+1] = local_origin[parent+1] + (quatRotate(world_to_local[k+1].inverse() , bod->getRVector(k)));
  423. }
  424. for (int m=0;m<bod->getNumLinks();m++)
  425. {
  426. btMultiBodyLinkCollider* col = bod->getLink(m).m_collider;
  427. if (col)
  428. {
  429. int link = col->m_link;
  430. btAssert(link == m);
  431. int index = link+1;
  432. btVector3 posr = local_origin[index];
  433. float pos[4]={posr.x(),posr.y(),posr.z(),1};
  434. float quat[4]={-world_to_local[index].x(),-world_to_local[index].y(),-world_to_local[index].z(),world_to_local[index].w()};
  435. btTransform tr;
  436. tr.setIdentity();
  437. tr.setOrigin(posr);
  438. tr.setRotation(btQuaternion(quat[0],quat[1],quat[2],quat[3]));
  439. col->setWorldTransform(tr);
  440. }
  441. }
  442. } else
  443. {
  444. bod->clearVelocities();
  445. }
  446. }
  447. }
  448. }
  449. void btMultiBodyDynamicsWorld::addMultiBodyConstraint( btMultiBodyConstraint* constraint)
  450. {
  451. m_multiBodyConstraints.push_back(constraint);
  452. }
  453. void btMultiBodyDynamicsWorld::removeMultiBodyConstraint( btMultiBodyConstraint* constraint)
  454. {
  455. m_multiBodyConstraints.remove(constraint);
  456. }