public DynamicsWorld(IDispatcher dispatcher, IBroadphaseInterface broadphase, ICollisionConfiguration collisionConfiguration) : base(dispatcher, broadphase, collisionConfiguration) { m_internalTickCallback = null; m_worldUserInfo = null; m_solverInfo = new ContactSolverInfo(); }
//InplaceSolverIslandCallback operator=(InplaceSolverIslandCallback& other) //{ // Debug.Assert(false); // //(void)other; // return *this; //} public void Setup(ContactSolverInfo solverInfo, ObjectArray <TypedConstraint> sortedConstraints, int numConstraints, IDebugDraw debugDrawer) { Debug.Assert(solverInfo != null); m_solverInfo = solverInfo; m_sortedConstraints = sortedConstraints; m_numConstraints = numConstraints; m_debugDrawer = debugDrawer; m_bodies.Resize(0); m_manifolds.Resize(0); m_constraints.Resize(0); }
public virtual void SolveConstraints(ContactSolverInfo solverInfo) { //sorted version of all btTypedConstraint, based on islandId m_sortedConstraints.Resize(m_constraints.Count); int numConstraints = GetNumConstraints(); for (int i = 0; i < numConstraints; i++) { m_sortedConstraints[i] = m_constraints[i]; } if (numConstraints > 1) { //sortedConstraints.quickSort(btSortConstraintOnIslandPredicate()); // If this sort is removed then the constraint gets twitchy... //m_sortedConstraints.Sort(m_islandSortPredicate); m_sortedConstraints.QuickSort(m_islandQuickSortPredicate); } #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("solveConstraints"); } #endif // btAssert(0); if (m_solverIslandCallback == null) { m_solverIslandCallback = new InplaceSolverIslandCallback(solverInfo, m_constraintSolver, m_sortedConstraints, GetNumConstraints(), m_debugDrawer, m_dispatcher1); } else { m_solverIslandCallback.Setup(solverInfo, m_sortedConstraints, numConstraints, m_debugDrawer); } #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("prepareSolve"); } #endif m_constraintSolver.PrepareSolve(GetCollisionWorld().GetNumCollisionObjects(), GetCollisionWorld().GetDispatcher().GetNumManifolds()); #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDiscreteDynamicsWorld) { BulletGlobals.g_streamWriter.WriteLine("buildAndProcessIslands"); } #endif /// solve all the constraints for this island m_islandManager.BuildAndProcessIslands(GetCollisionWorld().GetDispatcher(), GetCollisionWorld(), m_solverIslandCallback); m_solverIslandCallback.ProcessConstraints(); m_constraintSolver.AllSolved(solverInfo, m_debugDrawer); }
//response between two dynamic objects without friction, assuming 0 penetration depth public static float ResolveSingleCollision( RigidBody body1, CollisionObject colObj2, ref IndexedVector3 contactPositionWorld, ref IndexedVector3 contactNormalOnB, ContactSolverInfo solverInfo, float distance) { RigidBody body2 = RigidBody.Upcast(colObj2); IndexedVector3 normal = contactNormalOnB; IndexedVector3 rel_pos1 = contactPositionWorld - body1.GetWorldTransform()._origin; IndexedVector3 rel_pos2 = contactPositionWorld - colObj2.GetWorldTransform()._origin; IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1); IndexedVector3 vel2 = body2 != null?body2.GetVelocityInLocalPoint(ref rel_pos2) : IndexedVector3.Zero; IndexedVector3 vel = vel1 - vel2; float rel_vel = normal.Dot(ref vel); float combinedRestitution = body1.GetRestitution() * colObj2.GetRestitution(); float restitution = combinedRestitution * -rel_vel; float positionalError = solverInfo.m_erp * -distance / solverInfo.m_timeStep; float velocityError = -(1.0f + restitution) * rel_vel; // * damping; float denom0 = body1.ComputeImpulseDenominator(ref contactPositionWorld, ref normal); float denom1 = body2 != null?body2.ComputeImpulseDenominator(ref contactPositionWorld, ref normal) : 0.0f; float relaxation = 1.0f; float jacDiagABInv = relaxation / (denom0 + denom1); float penetrationImpulse = positionalError * jacDiagABInv; float velocityImpulse = velocityError * jacDiagABInv; float normalImpulse = penetrationImpulse + velocityImpulse; normalImpulse = 0.0f > normalImpulse ? 0.0f : normalImpulse; body1.ApplyImpulse(normal * (normalImpulse), rel_pos1); if (body2 != null) { body2.ApplyImpulse(-normal * (normalImpulse), rel_pos2); } return(normalImpulse); }
public InplaceSolverIslandCallback( ContactSolverInfo solverInfo, IConstraintSolver solver, ObjectArray <TypedConstraint> sortedConstraints, int numConstraints, IDebugDraw debugDrawer, IDispatcher dispatcher) { m_solverInfo = solverInfo; m_solver = solver; m_sortedConstraints = sortedConstraints; m_numConstraints = numConstraints; m_debugDrawer = debugDrawer; m_dispatcher = dispatcher; m_bodies = new ObjectArray <CollisionObject>(); m_manifolds = new PersistentManifoldArray(); m_constraints = new ObjectArray <TypedConstraint>(); }
///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead public override int StepSimulation(float timeStep, int maxSubSteps, float fixedTimeStep) { ///apply gravity, predict motion PredictUnconstraintMotion(timeStep); DispatcherInfo dispatchInfo = GetDispatchInfo(); dispatchInfo.SetTimeStep(timeStep); dispatchInfo.SetStepCount(0); dispatchInfo.SetDebugDraw(GetDebugDrawer()); ///perform collision detection PerformDiscreteCollisionDetection(); ///solve contact constraints int numManifolds = m_dispatcher1.GetNumManifolds(); if (numManifolds != 0) { PersistentManifoldArray manifoldPtr = (m_dispatcher1 as CollisionDispatcher).GetInternalManifoldPointer(); ContactSolverInfo infoGlobal = new ContactSolverInfo(); infoGlobal.m_timeStep = timeStep; m_constraintSolver.PrepareSolve(0, numManifolds); m_constraintSolver.SolveGroup(null, 0, manifoldPtr, 0, numManifolds, null, 0, 0, infoGlobal, m_debugDrawer, m_dispatcher1); m_constraintSolver.AllSolved(infoGlobal, m_debugDrawer); } ///integrate transforms IntegrateTransforms(timeStep); UpdateAabbs(); SynchronizeMotionStates(); ClearForces(); return(1); }