1 #include "b3CpuRigidBodyPipeline.h"
3 #include "Bullet3Dynamics/shared/b3IntegrateTransforms.h"
4 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
5 #include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
6 #include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
7 #include "Bullet3Collision/NarrowPhaseCollision/b3CpuNarrowPhase.h"
8 #include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h"
9 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h"
10 #include "Bullet3Common/b3Vector3.h"
11 #include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
12 #include "Bullet3Dynamics/shared/b3Inertia.h"
14 struct b3CpuRigidBodyPipelineInternalData
16 b3AlignedObjectArray<b3RigidBodyData> m_rigidBodies;
17 b3AlignedObjectArray<b3Inertia> m_inertias;
18 b3AlignedObjectArray<b3Aabb> m_aabbWorldSpace;
20 b3DynamicBvhBroadphase* m_bp;
21 b3CpuNarrowPhase* m_np;
25 b3CpuRigidBodyPipeline::b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config)
27 m_data = new b3CpuRigidBodyPipelineInternalData;
28 m_data->m_np = narrowphase;
29 m_data->m_bp = broadphaseDbvt;
30 m_data->m_config = config;
33 b3CpuRigidBodyPipeline::~b3CpuRigidBodyPipeline()
38 void b3CpuRigidBodyPipeline::updateAabbWorldSpace()
40 for (int i = 0; i < this->getNumBodies(); i++)
42 b3RigidBodyData* body = &m_data->m_rigidBodies[i];
43 b3Float4 position = body->m_pos;
44 b3Quat orientation = body->m_quat;
46 int collidableIndex = body->m_collidableIdx;
47 b3Collidable& collidable = m_data->m_np->getCollidableCpu(collidableIndex);
48 int shapeIndex = collidable.m_shapeIndex;
52 b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(shapeIndex);
53 b3Aabb& worldAabb = m_data->m_aabbWorldSpace[i];
55 b3TransformAabb2(localAabb.m_minVec, localAabb.m_maxVec, margin, position, orientation, &worldAabb.m_minVec, &worldAabb.m_maxVec);
56 m_data->m_bp->setAabb(i, worldAabb.m_minVec, worldAabb.m_maxVec, 0);
61 void b3CpuRigidBodyPipeline::computeOverlappingPairs()
63 int numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
64 m_data->m_bp->calculateOverlappingPairs();
65 numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
66 printf("numPairs=%d\n", numPairs);
69 void b3CpuRigidBodyPipeline::computeContactPoints()
71 b3AlignedObjectArray<b3Int4>& pairs = m_data->m_bp->getOverlappingPairCache()->getOverlappingPairArray();
73 m_data->m_np->computeContacts(pairs, m_data->m_aabbWorldSpace, m_data->m_rigidBodies);
75 void b3CpuRigidBodyPipeline::stepSimulation(float deltaTime)
77 //update world space aabb's
78 updateAabbWorldSpace();
80 //compute overlapping pairs
81 computeOverlappingPairs();
84 computeContactPoints();
92 static inline float b3CalcRelVel(const b3Vector3& l0, const b3Vector3& l1, const b3Vector3& a0, const b3Vector3& a1,
93 const b3Vector3& linVel0, const b3Vector3& angVel0, const b3Vector3& linVel1, const b3Vector3& angVel1)
95 return b3Dot(l0, linVel0) + b3Dot(a0, angVel0) + b3Dot(l1, linVel1) + b3Dot(a1, angVel1);
98 static inline void b3SetLinearAndAngular(const b3Vector3& n, const b3Vector3& r0, const b3Vector3& r1,
99 b3Vector3& linear, b3Vector3& angular0, b3Vector3& angular1)
102 angular0 = -b3Cross(r0, n);
103 angular1 = b3Cross(r1, n);
106 static inline void b3SolveContact(b3ContactConstraint4& cs,
107 const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
108 const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
109 float maxRambdaDt[4], float minRambdaDt[4])
120 for (int ic = 0; ic < 4; ic++)
122 // dont necessary because this makes change to 0
123 if (cs.m_jacCoeffInv[ic] == 0.f) continue;
126 b3Vector3 angular0, angular1, linear;
127 b3Vector3 r0 = cs.m_worldPos[ic] - (b3Vector3&)posA;
128 b3Vector3 r1 = cs.m_worldPos[ic] - (b3Vector3&)posB;
129 b3SetLinearAndAngular((const b3Vector3&)-cs.m_linear, (const b3Vector3&)r0, (const b3Vector3&)r1, linear, angular0, angular1);
131 float rambdaDt = b3CalcRelVel((const b3Vector3&)cs.m_linear, (const b3Vector3&)-cs.m_linear, angular0, angular1,
132 linVelA, angVelA, linVelB, angVelB) +
134 rambdaDt *= cs.m_jacCoeffInv[ic];
137 float prevSum = cs.m_appliedRambdaDt[ic];
138 float updated = prevSum;
140 updated = b3Max(updated, minRambdaDt[ic]);
141 updated = b3Min(updated, maxRambdaDt[ic]);
142 rambdaDt = updated - prevSum;
143 cs.m_appliedRambdaDt[ic] = updated;
146 b3Vector3 linImp0 = invMassA * linear * rambdaDt;
147 b3Vector3 linImp1 = invMassB * (-linear) * rambdaDt;
148 b3Vector3 angImp0 = (invInertiaA * angular0) * rambdaDt;
149 b3Vector3 angImp1 = (invInertiaB * angular1) * rambdaDt;
151 b3Assert(_finite(linImp0.getX()));
152 b3Assert(_finite(linImp1.getX()));
164 static inline void b3SolveFriction(b3ContactConstraint4& cs,
165 const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
166 const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
167 float maxRambdaDt[4], float minRambdaDt[4])
169 if (cs.m_fJacCoeffInv[0] == 0 && cs.m_fJacCoeffInv[0] == 0) return;
170 const b3Vector3& center = (const b3Vector3&)cs.m_center;
172 b3Vector3 n = -(const b3Vector3&)cs.m_linear;
174 b3Vector3 tangent[2];
176 b3PlaneSpace1(n, tangent[0], tangent[1]);
178 b3Vector3 angular0, angular1, linear;
179 b3Vector3 r0 = center - posA;
180 b3Vector3 r1 = center - posB;
181 for (int i = 0; i < 2; i++)
183 b3SetLinearAndAngular(tangent[i], r0, r1, linear, angular0, angular1);
184 float rambdaDt = b3CalcRelVel(linear, -linear, angular0, angular1,
185 linVelA, angVelA, linVelB, angVelB);
186 rambdaDt *= cs.m_fJacCoeffInv[i];
189 float prevSum = cs.m_fAppliedRambdaDt[i];
190 float updated = prevSum;
192 updated = b3Max(updated, minRambdaDt[i]);
193 updated = b3Min(updated, maxRambdaDt[i]);
194 rambdaDt = updated - prevSum;
195 cs.m_fAppliedRambdaDt[i] = updated;
198 b3Vector3 linImp0 = invMassA * linear * rambdaDt;
199 b3Vector3 linImp1 = invMassB * (-linear) * rambdaDt;
200 b3Vector3 angImp0 = (invInertiaA * angular0) * rambdaDt;
201 b3Vector3 angImp1 = (invInertiaB * angular1) * rambdaDt;
203 b3Assert(_finite(linImp0.getX()));
204 b3Assert(_finite(linImp1.getX()));
212 { // angular damping for point constraint
213 b3Vector3 ab = (posB - posA).normalized();
214 b3Vector3 ac = (center - posA).normalized();
215 if (b3Dot(ab, ac) > 0.95f || (invMassA == 0.f || invMassB == 0.f))
217 float angNA = b3Dot(n, angVelA);
218 float angNB = b3Dot(n, angVelB);
220 angVelA -= (angNA * 0.1f) * n;
221 angVelB -= (angNB * 0.1f) * n;
226 struct b3SolveTask // : public ThreadPool::Task
228 b3SolveTask(b3AlignedObjectArray<b3RigidBodyData>& bodies,
229 b3AlignedObjectArray<b3Inertia>& shapes,
230 b3AlignedObjectArray<b3ContactConstraint4>& constraints,
231 int start, int nConstraints,
233 b3AlignedObjectArray<int>* wgUsedBodies, int curWgidx)
234 : m_bodies(bodies), m_shapes(shapes), m_constraints(constraints), m_wgUsedBodies(wgUsedBodies), m_curWgidx(curWgidx), m_start(start), m_nConstraints(nConstraints), m_solveFriction(true), m_maxNumBatches(maxNumBatches)
238 unsigned short int getType() { return 0; }
242 b3AlignedObjectArray<int> usedBodies;
243 //printf("run..............\n");
245 for (int bb = 0; bb < m_maxNumBatches; bb++)
247 usedBodies.resize(0);
248 for (int ic = m_nConstraints - 1; ic >= 0; ic--)
249 //for(int ic=0; ic<m_nConstraints; ic++)
251 int i = m_start + ic;
252 if (m_constraints[i].m_batchIdx != bb)
255 float frictionCoeff = b3GetFrictionCoeff(&m_constraints[i]);
256 int aIdx = (int)m_constraints[i].m_bodyA;
257 int bIdx = (int)m_constraints[i].m_bodyB;
258 //int localBatch = m_constraints[i].m_batchIdx;
259 b3RigidBodyData& bodyA = m_bodies[aIdx];
260 b3RigidBodyData& bodyB = m_bodies[bIdx];
263 if ((bodyA.m_invMass) && (bodyB.m_invMass))
265 // printf("aIdx=%d, bIdx=%d\n", aIdx,bIdx);
269 //printf("ic(b)=%d, localBatch=%d\n",ic,localBatch);
274 //printf("ic(a)=%d, localBatch=%d\n",ic,localBatch);
276 if (usedBodies.size() < (aIdx + 1))
278 usedBodies.resize(aIdx + 1, 0);
281 if (usedBodies.size() < (bIdx + 1))
283 usedBodies.resize(bIdx + 1, 0);
288 b3Assert(usedBodies[aIdx] == 0);
294 b3Assert(usedBodies[bIdx] == 0);
298 if (!m_solveFriction)
300 float maxRambdaDt[4] = {FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX};
301 float minRambdaDt[4] = {0.f, 0.f, 0.f, 0.f};
303 b3SolveContact(m_constraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, (const b3Matrix3x3&)m_shapes[aIdx].m_invInertiaWorld,
304 (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, (const b3Matrix3x3&)m_shapes[bIdx].m_invInertiaWorld,
305 maxRambdaDt, minRambdaDt);
309 float maxRambdaDt[4] = {FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX};
310 float minRambdaDt[4] = {0.f, 0.f, 0.f, 0.f};
313 for (int j = 0; j < 4; j++)
315 sum += m_constraints[i].m_appliedRambdaDt[j];
317 frictionCoeff = 0.7f;
318 for (int j = 0; j < 4; j++)
320 maxRambdaDt[j] = frictionCoeff * sum;
321 minRambdaDt[j] = -maxRambdaDt[j];
324 b3SolveFriction(m_constraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, (const b3Matrix3x3&)m_shapes[aIdx].m_invInertiaWorld,
325 (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, (const b3Matrix3x3&)m_shapes[bIdx].m_invInertiaWorld,
326 maxRambdaDt, minRambdaDt);
332 if (m_wgUsedBodies[m_curWgidx].size() < usedBodies.size())
334 m_wgUsedBodies[m_curWgidx].resize(usedBodies.size());
336 for (int i = 0; i < usedBodies.size(); i++)
340 //printf("cell %d uses body %d\n", m_curWgidx,i);
341 m_wgUsedBodies[m_curWgidx][i] = 1;
348 b3AlignedObjectArray<b3RigidBodyData>& m_bodies;
349 b3AlignedObjectArray<b3Inertia>& m_shapes;
350 b3AlignedObjectArray<b3ContactConstraint4>& m_constraints;
351 b3AlignedObjectArray<int>* m_wgUsedBodies;
355 bool m_solveFriction;
359 void b3CpuRigidBodyPipeline::solveContactConstraints()
361 int m_nIterations = 4;
363 b3AlignedObjectArray<b3ContactConstraint4> contactConstraints;
364 // const b3AlignedObjectArray<b3Contact4Data>& contacts = m_data->m_np->getContacts();
365 int n = contactConstraints.size();
366 //convert contacts...
368 int maxNumBatches = 250;
370 for (int iter = 0; iter < m_nIterations; iter++)
372 b3SolveTask task(m_data->m_rigidBodies, m_data->m_inertias, contactConstraints, 0, n, maxNumBatches, 0, 0);
373 task.m_solveFriction = false;
377 for (int iter = 0; iter < m_nIterations; iter++)
379 b3SolveTask task(m_data->m_rigidBodies, m_data->m_inertias, contactConstraints, 0, n, maxNumBatches, 0, 0);
380 task.m_solveFriction = true;
385 void b3CpuRigidBodyPipeline::integrate(float deltaTime)
387 float angDamping = 0.f;
388 b3Vector3 gravityAcceleration = b3MakeVector3(0, -9, 0);
390 //integrate transforms (external forces/gravity should be moved into constraint solver)
391 for (int i = 0; i < m_data->m_rigidBodies.size(); i++)
393 b3IntegrateTransform(&m_data->m_rigidBodies[i], deltaTime, angDamping, gravityAcceleration);
397 int b3CpuRigidBodyPipeline::registerPhysicsInstance(float mass, const float* position, const float* orientation, int collidableIndex, int userData)
399 b3RigidBodyData body;
400 int bodyIndex = m_data->m_rigidBodies.size();
401 body.m_invMass = mass ? 1.f / mass : 0.f;
402 body.m_angVel.setValue(0, 0, 0);
403 body.m_collidableIdx = collidableIndex;
404 body.m_frictionCoeff = 0.3f;
405 body.m_linVel.setValue(0, 0, 0);
406 body.m_pos.setValue(position[0], position[1], position[2]);
407 body.m_quat.setValue(orientation[0], orientation[1], orientation[2], orientation[3]);
408 body.m_restituitionCoeff = 0.f;
410 m_data->m_rigidBodies.push_back(body);
412 if (collidableIndex >= 0)
414 b3Aabb& worldAabb = m_data->m_aabbWorldSpace.expand();
416 b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(collidableIndex);
417 b3Vector3 localAabbMin = b3MakeVector3(localAabb.m_min[0], localAabb.m_min[1], localAabb.m_min[2]);
418 b3Vector3 localAabbMax = b3MakeVector3(localAabb.m_max[0], localAabb.m_max[1], localAabb.m_max[2]);
420 b3Scalar margin = 0.01f;
423 t.setOrigin(b3MakeVector3(position[0], position[1], position[2]));
424 t.setRotation(b3Quaternion(orientation[0], orientation[1], orientation[2], orientation[3]));
425 b3TransformAabb(localAabbMin, localAabbMax, margin, t, worldAabb.m_minVec, worldAabb.m_maxVec);
427 m_data->m_bp->createProxy(worldAabb.m_minVec, worldAabb.m_maxVec, bodyIndex, 0, 1, 1);
428 // b3Vector3 aabbMin,aabbMax;
429 // m_data->m_bp->getAabb(bodyIndex,aabbMin,aabbMax);
433 b3Error("registerPhysicsInstance using invalid collidableIndex\n");
439 const struct b3RigidBodyData* b3CpuRigidBodyPipeline::getBodyBuffer() const
441 return m_data->m_rigidBodies.size() ? &m_data->m_rigidBodies[0] : 0;
444 int b3CpuRigidBodyPipeline::getNumBodies() const
446 return m_data->m_rigidBodies.size();