2 Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
4 Bullet Continuous Collision Detection and Physics Library
5 Copyright (c) 2019 Google Inc. http://bulletphysics.org
6 This software is provided 'as-is', without any express or implied warranty.
7 In no event will the authors be held liable for any damages arising from the use of this software.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it freely,
10 subject to the following restrictions:
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
16 /* ====== Overview of the Deformable Algorithm ====== */
19 A single step of the deformable body simulation contains the following main components:
20 Call internalStepSimulation multiple times, to achieve 240Hz (4 steps of 60Hz).
21 1. Deformable maintaintenance of rest lengths and volume preservation. Forces only depend on position: Update velocity to a temporary state v_{n+1}^* = v_n + explicit_force * dt / mass, where explicit forces include gravity and elastic forces.
22 2. Detect discrete collisions between rigid and deformable bodies at position x_{n+1}^* = x_n + dt * v_{n+1}^*.
24 3a. Solve all constraints, including LCP. Contact, position correction due to numerical drift, friction, and anchors for deformable.
26 3b. 5 Newton steps (multiple step). Conjugent Gradient solves linear system. Deformable Damping: Then velocities of deformable bodies v_{n+1} are solved in
27 M(v_{n+1} - v_{n+1}^*) = damping_force * dt / mass,
28 by a conjugate gradient solver, where the damping force is implicit and depends on v_{n+1}.
29 Make sure contact constraints are not violated in step b by performing velocity projections as in the paper by Baraff and Witkin https://www.cs.cmu.edu/~baraff/papers/sig98.pdf. Dynamic frictions are treated as a force and added to the rhs of the CG solve, whereas static frictions are treated as constraints similar to contact.
30 4. Position is updated via x_{n+1} = x_n + dt * v_{n+1}.
33 The algorithm also closely resembles the one in http://physbam.stanford.edu/~fedkiw/papers/stanford2008-03.pdf
37 #include "btDeformableMultiBodyDynamicsWorld.h"
38 #include "DeformableBodyInplaceSolverIslandCallback.h"
39 #include "btDeformableBodySolver.h"
40 #include "LinearMath/btQuickprof.h"
41 #include "btSoftBodyInternals.h"
42 btDeformableMultiBodyDynamicsWorld::btDeformableMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btDeformableMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btDeformableBodySolver* deformableBodySolver)
43 : btMultiBodyDynamicsWorld(dispatcher, pairCache, (btMultiBodyConstraintSolver*)constraintSolver, collisionConfiguration),
44 m_deformableBodySolver(deformableBodySolver),
47 m_drawFlags = fDrawFlags::Std;
48 m_drawNodeTree = true;
49 m_drawFaceTree = false;
50 m_drawClusterTree = false;
51 m_sbi.m_broadphase = pairCache;
52 m_sbi.m_dispatcher = dispatcher;
53 m_sbi.m_sparsesdf.Initialize();
54 m_sbi.m_sparsesdf.setDefaultVoxelsz(0.005);
55 m_sbi.m_sparsesdf.Reset();
57 m_sbi.air_density = (btScalar)1.2;
58 m_sbi.water_density = 0;
59 m_sbi.water_offset = 0;
60 m_sbi.water_normal = btVector3(0, 0, 0);
61 m_sbi.m_gravity.setValue(0, -9.8, 0);
65 m_useProjection = false;
67 m_solverDeformableBodyIslandCallback = new DeformableBodyInplaceSolverIslandCallback(constraintSolver, dispatcher);
70 btDeformableMultiBodyDynamicsWorld::~btDeformableMultiBodyDynamicsWorld()
72 delete m_solverDeformableBodyIslandCallback;
75 void btDeformableMultiBodyDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
77 BT_PROFILE("internalSingleStepSimulation");
78 if (0 != m_internalPreTickCallback)
80 (*m_internalPreTickCallback)(this, timeStep);
82 reinitialize(timeStep);
84 // add gravity to velocity of rigid and multi bodys
85 applyRigidBodyGravity(timeStep);
87 ///apply gravity and explicit force to velocity, predict motion
88 predictUnconstraintMotion(timeStep);
90 ///perform collision detection that involves rigid/multi bodies
91 btMultiBodyDynamicsWorld::performDiscreteCollisionDetection();
93 btMultiBodyDynamicsWorld::calculateSimulationIslands();
95 beforeSolverCallbacks(timeStep);
97 // ///solve contact constraints and then deformable bodies momemtum equation
98 solveConstraints(timeStep);
100 afterSolverCallbacks(timeStep);
102 performDeformableCollisionDetection();
104 applyRepulsionForce(timeStep);
106 performGeometricCollisions(timeStep);
108 integrateTransforms(timeStep);
110 ///update vehicle simulation
111 btMultiBodyDynamicsWorld::updateActions(timeStep);
113 updateActivationState(timeStep);
114 // End solver-wise simulation step
115 // ///////////////////////////////
118 void btDeformableMultiBodyDynamicsWorld::performDeformableCollisionDetection()
120 for (int i = 0; i < m_softBodies.size(); ++i)
122 m_softBodies[i]->m_softSoftCollision = true;
125 for (int i = 0; i < m_softBodies.size(); ++i)
127 for (int j = i; j < m_softBodies.size(); ++j)
129 m_softBodies[i]->defaultCollisionHandler(m_softBodies[j]);
133 for (int i = 0; i < m_softBodies.size(); ++i)
135 m_softBodies[i]->m_softSoftCollision = false;
139 void btDeformableMultiBodyDynamicsWorld::updateActivationState(btScalar timeStep)
141 for (int i = 0; i < m_softBodies.size(); i++)
143 btSoftBody* psb = m_softBodies[i];
144 psb->updateDeactivation(timeStep);
145 if (psb->wantsSleeping())
147 if (psb->getActivationState() == ACTIVE_TAG)
148 psb->setActivationState(WANTS_DEACTIVATION);
149 if (psb->getActivationState() == ISLAND_SLEEPING)
151 psb->setZeroVelocity();
156 if (psb->getActivationState() != DISABLE_DEACTIVATION)
157 psb->setActivationState(ACTIVE_TAG);
160 btMultiBodyDynamicsWorld::updateActivationState(timeStep);
163 void btDeformableMultiBodyDynamicsWorld::applyRepulsionForce(btScalar timeStep)
165 BT_PROFILE("btDeformableMultiBodyDynamicsWorld::applyRepulsionForce");
166 for (int i = 0; i < m_softBodies.size(); i++)
168 btSoftBody* psb = m_softBodies[i];
171 psb->applyRepulsionForce(timeStep, true);
176 void btDeformableMultiBodyDynamicsWorld::performGeometricCollisions(btScalar timeStep)
178 BT_PROFILE("btDeformableMultiBodyDynamicsWorld::performGeometricCollisions");
179 // refit the BVH tree for CCD
180 for (int i = 0; i < m_softBodies.size(); ++i)
182 btSoftBody* psb = m_softBodies[i];
185 m_softBodies[i]->updateFaceTree(true, false);
186 m_softBodies[i]->updateNodeTree(true, false);
187 for (int j = 0; j < m_softBodies[i]->m_faces.size(); ++j)
189 btSoftBody::Face& f = m_softBodies[i]->m_faces[j];
190 f.m_n0 = (f.m_n[1]->m_x - f.m_n[0]->m_x).cross(f.m_n[2]->m_x - f.m_n[0]->m_x);
195 // clear contact points & update DBVT
196 for (int r = 0; r < m_ccdIterations; ++r)
198 for (int i = 0; i < m_softBodies.size(); ++i)
200 btSoftBody* psb = m_softBodies[i];
203 // clear contact points in the previous iteration
204 psb->m_faceNodeContactsCCD.clear();
206 // update m_q and normals for CCD calculation
207 for (int j = 0; j < psb->m_nodes.size(); ++j)
209 psb->m_nodes[j].m_q = psb->m_nodes[j].m_x + timeStep * psb->m_nodes[j].m_v;
211 for (int j = 0; j < psb->m_faces.size(); ++j)
213 btSoftBody::Face& f = psb->m_faces[j];
214 f.m_n1 = (f.m_n[1]->m_q - f.m_n[0]->m_q).cross(f.m_n[2]->m_q - f.m_n[0]->m_q);
215 f.m_vn = (f.m_n[1]->m_v - f.m_n[0]->m_v).cross(f.m_n[2]->m_v - f.m_n[0]->m_v) * timeStep * timeStep;
220 // apply CCD to register new contact points
221 for (int i = 0; i < m_softBodies.size(); ++i)
223 for (int j = i; j < m_softBodies.size(); ++j)
225 btSoftBody* psb1 = m_softBodies[i];
226 btSoftBody* psb2 = m_softBodies[j];
227 if (psb1->isActive() && psb2->isActive())
229 m_softBodies[i]->geometricCollisionHandler(m_softBodies[j]);
234 int penetration_count = 0;
235 for (int i = 0; i < m_softBodies.size(); ++i)
237 btSoftBody* psb = m_softBodies[i];
240 penetration_count += psb->m_faceNodeContactsCCD.size();
244 if (penetration_count == 0)
249 // apply inelastic impulse
250 for (int i = 0; i < m_softBodies.size(); ++i)
252 btSoftBody* psb = m_softBodies[i];
255 psb->applyRepulsionForce(timeStep, false);
261 void btDeformableMultiBodyDynamicsWorld::softBodySelfCollision()
263 BT_PROFILE("btDeformableMultiBodyDynamicsWorld::softBodySelfCollision");
264 for (int i = 0; i < m_softBodies.size(); i++)
266 btSoftBody* psb = m_softBodies[i];
269 psb->defaultCollisionHandler(psb);
274 void btDeformableMultiBodyDynamicsWorld::positionCorrection(btScalar timeStep)
276 // correct the position of rigid bodies with temporary velocity generated from split impulse
277 btContactSolverInfo infoGlobal;
278 btVector3 zero(0, 0, 0);
279 for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
281 btRigidBody* rb = m_nonStaticRigidBodies[i];
282 //correct the position/orientation based on push/turn recovery
283 btTransform newTransform;
284 btVector3 pushVelocity = rb->getPushVelocity();
285 btVector3 turnVelocity = rb->getTurnVelocity();
286 if (pushVelocity[0] != 0.f || pushVelocity[1] != 0 || pushVelocity[2] != 0 || turnVelocity[0] != 0.f || turnVelocity[1] != 0 || turnVelocity[2] != 0)
288 btTransformUtil::integrateTransform(rb->getWorldTransform(), pushVelocity, turnVelocity * infoGlobal.m_splitImpulseTurnErp, timeStep, newTransform);
289 rb->setWorldTransform(newTransform);
290 rb->setPushVelocity(zero);
291 rb->setTurnVelocity(zero);
296 void btDeformableMultiBodyDynamicsWorld::integrateTransforms(btScalar timeStep)
298 BT_PROFILE("integrateTransforms");
299 positionCorrection(timeStep);
300 btMultiBodyDynamicsWorld::integrateTransforms(timeStep);
301 m_deformableBodySolver->applyTransforms(timeStep);
304 void btDeformableMultiBodyDynamicsWorld::solveConstraints(btScalar timeStep)
306 BT_PROFILE("btDeformableMultiBodyDynamicsWorld::solveConstraints");
307 // save v_{n+1}^* velocity after explicit forces
308 m_deformableBodySolver->backupVelocity();
310 // set up constraints among multibodies and between multibodies and deformable bodies
313 // solve contact constraints
314 solveContactConstraints();
316 // set up the directions in which the velocity does not change in the momentum solve
318 m_deformableBodySolver->setProjection();
320 m_deformableBodySolver->setLagrangeMultiplier();
322 // for explicit scheme, m_backupVelocity = v_{n+1}^*
323 // for implicit scheme, m_backupVelocity = v_n
324 // Here, set dv = v_{n+1} - v_n for nodes in contact
325 m_deformableBodySolver->setupDeformableSolve(m_implicit);
327 // At this point, dv should be golden for nodes in contact
328 // proceed to solve deformable momentum equation
329 m_deformableBodySolver->solveDeformableConstraints(timeStep);
332 void btDeformableMultiBodyDynamicsWorld::setupConstraints()
334 // set up constraints between multibody and deformable bodies
335 m_deformableBodySolver->setConstraints(m_solverInfo);
337 // set up constraints among multibodies
340 // setup the solver callback
341 btMultiBodyConstraint** sortedMultiBodyConstraints = m_sortedMultiBodyConstraints.size() ? &m_sortedMultiBodyConstraints[0] : 0;
342 btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
343 m_solverDeformableBodyIslandCallback->setup(&m_solverInfo, constraintsPtr, m_sortedConstraints.size(), sortedMultiBodyConstraints, m_sortedMultiBodyConstraints.size(), getDebugDrawer());
346 m_islandManager->buildIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld());
350 void btDeformableMultiBodyDynamicsWorld::sortConstraints()
352 m_sortedConstraints.resize(m_constraints.size());
354 for (i = 0; i < getNumConstraints(); i++)
356 m_sortedConstraints[i] = m_constraints[i];
358 m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate2());
360 m_sortedMultiBodyConstraints.resize(m_multiBodyConstraints.size());
361 for (i = 0; i < m_multiBodyConstraints.size(); i++)
363 m_sortedMultiBodyConstraints[i] = m_multiBodyConstraints[i];
365 m_sortedMultiBodyConstraints.quickSort(btSortMultiBodyConstraintOnIslandPredicate());
368 void btDeformableMultiBodyDynamicsWorld::solveContactConstraints()
370 // process constraints on each island
371 m_islandManager->processIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_solverDeformableBodyIslandCallback);
374 m_solverDeformableBodyIslandCallback->processConstraints();
375 m_constraintSolver->allSolved(m_solverInfo, m_debugDrawer);
377 // write joint feedback
379 for (int i = 0; i < this->m_multiBodies.size(); i++)
381 btMultiBody* bod = m_multiBodies[i];
383 bool isSleeping = false;
385 if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
389 for (int b = 0; b < bod->getNumLinks(); b++)
391 if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
397 //useless? they get resized in stepVelocities once again (AND DIFFERENTLY)
398 m_scratch_r.resize(bod->getNumLinks() + 1); //multidof? ("Y"s use it and it is used to store qdd)
399 m_scratch_v.resize(bod->getNumLinks() + 1);
400 m_scratch_m.resize(bod->getNumLinks() + 1);
402 if (bod->internalNeedsJointFeedback())
404 if (!bod->isUsingRK4Integration())
406 if (bod->internalNeedsJointFeedback())
408 bool isConstraintPass = true;
409 bod->computeAccelerationsArticulatedBodyAlgorithmMultiDof(m_solverInfo.m_timeStep, m_scratch_r, m_scratch_v, m_scratch_m, isConstraintPass,
410 getSolverInfo().m_jointFeedbackInWorldSpace,
411 getSolverInfo().m_jointFeedbackInJointFrame);
419 for (int i = 0; i < this->m_multiBodies.size(); i++)
421 btMultiBody* bod = m_multiBodies[i];
422 bod->processDeltaVeeMultiDof2();
426 void btDeformableMultiBodyDynamicsWorld::addSoftBody(btSoftBody* body, int collisionFilterGroup, int collisionFilterMask)
428 m_softBodies.push_back(body);
430 // Set the soft body solver that will deal with this body
431 // to be the world's solver
432 body->setSoftBodySolver(m_deformableBodySolver);
434 btCollisionWorld::addCollisionObject(body,
435 collisionFilterGroup,
436 collisionFilterMask);
439 void btDeformableMultiBodyDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
441 BT_PROFILE("predictUnconstraintMotion");
442 btMultiBodyDynamicsWorld::predictUnconstraintMotion(timeStep);
443 m_deformableBodySolver->predictMotion(timeStep);
446 void btDeformableMultiBodyDynamicsWorld::setGravity(const btVector3& gravity)
448 btDiscreteDynamicsWorld::setGravity(gravity);
449 m_deformableBodySolver->setGravity(gravity);
452 void btDeformableMultiBodyDynamicsWorld::reinitialize(btScalar timeStep)
454 m_internalTime += timeStep;
455 m_deformableBodySolver->setImplicit(m_implicit);
456 m_deformableBodySolver->setLineSearch(m_lineSearch);
457 m_deformableBodySolver->reinitialize(m_softBodies, timeStep);
458 btDispatcherInfo& dispatchInfo = btMultiBodyDynamicsWorld::getDispatchInfo();
459 dispatchInfo.m_timeStep = timeStep;
460 dispatchInfo.m_stepCount = 0;
461 dispatchInfo.m_debugDraw = btMultiBodyDynamicsWorld::getDebugDrawer();
462 btMultiBodyDynamicsWorld::getSolverInfo().m_timeStep = timeStep;
465 m_deformableBodySolver->m_useProjection = true;
466 m_deformableBodySolver->setStrainLimiting(true);
467 m_deformableBodySolver->setPreconditioner(btDeformableBackwardEulerObjective::Mass_preconditioner);
471 m_deformableBodySolver->m_useProjection = false;
472 m_deformableBodySolver->setStrainLimiting(false);
473 m_deformableBodySolver->setPreconditioner(btDeformableBackwardEulerObjective::KKT_preconditioner);
477 void btDeformableMultiBodyDynamicsWorld::debugDrawWorld()
479 btMultiBodyDynamicsWorld::debugDrawWorld();
481 for (int i = 0; i < getSoftBodyArray().size(); i++)
483 btSoftBody* psb = (btSoftBody*)getSoftBodyArray()[i];
485 btSoftBodyHelpers::DrawFrame(psb, getDebugDrawer());
486 btSoftBodyHelpers::Draw(psb, getDebugDrawer(), getDrawFlags());
491 void btDeformableMultiBodyDynamicsWorld::applyRigidBodyGravity(btScalar timeStep)
493 // Gravity is applied in stepSimulation and then cleared here and then applied here and then cleared here again
494 // so that 1) gravity is applied to velocity before constraint solve and 2) gravity is applied in each substep
495 // when there are multiple substeps
496 btMultiBodyDynamicsWorld::applyGravity();
497 // integrate rigid body gravity
498 for (int i = 0; i < m_nonStaticRigidBodies.size(); ++i)
500 btRigidBody* rb = m_nonStaticRigidBodies[i];
501 rb->integrateVelocities(timeStep);
504 // integrate multibody gravity
507 clearMultiBodyConstraintForces();
509 for (int i = 0; i < this->m_multiBodies.size(); i++)
511 btMultiBody* bod = m_multiBodies[i];
513 bool isSleeping = false;
515 if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
519 for (int b = 0; b < bod->getNumLinks(); b++)
521 if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
527 m_scratch_r.resize(bod->getNumLinks() + 1);
528 m_scratch_v.resize(bod->getNumLinks() + 1);
529 m_scratch_m.resize(bod->getNumLinks() + 1);
530 bool isConstraintPass = false;
532 if (!bod->isUsingRK4Integration())
534 bod->computeAccelerationsArticulatedBodyAlgorithmMultiDof(m_solverInfo.m_timeStep,
535 m_scratch_r, m_scratch_v, m_scratch_m, isConstraintPass,
536 getSolverInfo().m_jointFeedbackInWorldSpace,
537 getSolverInfo().m_jointFeedbackInJointFrame);
541 btAssert(" RK4Integration is not supported");
551 void btDeformableMultiBodyDynamicsWorld::clearGravity()
553 BT_PROFILE("btMultiBody clearGravity");
554 // clear rigid body gravity
555 for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
557 btRigidBody* body = m_nonStaticRigidBodies[i];
558 if (body->isActive())
560 body->clearGravity();
563 // clear multibody gravity
564 for (int i = 0; i < this->m_multiBodies.size(); i++)
566 btMultiBody* bod = m_multiBodies[i];
568 bool isSleeping = false;
570 if (bod->getBaseCollider() && bod->getBaseCollider()->getActivationState() == ISLAND_SLEEPING)
574 for (int b = 0; b < bod->getNumLinks(); b++)
576 if (bod->getLink(b).m_collider && bod->getLink(b).m_collider->getActivationState() == ISLAND_SLEEPING)
582 bod->addBaseForce(-m_gravity * bod->getBaseMass());
584 for (int j = 0; j < bod->getNumLinks(); ++j)
586 bod->addLinkForce(j, -m_gravity * bod->getLinkMass(j));
592 void btDeformableMultiBodyDynamicsWorld::beforeSolverCallbacks(btScalar timeStep)
594 if (0 != m_internalTickCallback)
596 (*m_internalTickCallback)(this, timeStep);
599 if (0 != m_solverCallback)
601 (*m_solverCallback)(m_internalTime, this);
605 void btDeformableMultiBodyDynamicsWorld::afterSolverCallbacks(btScalar timeStep)
607 if (0 != m_solverCallback)
609 (*m_solverCallback)(m_internalTime, this);
613 void btDeformableMultiBodyDynamicsWorld::addForce(btSoftBody* psb, btDeformableLagrangianForce* force)
615 btAlignedObjectArray<btDeformableLagrangianForce*>& forces = *m_deformableBodySolver->getLagrangianForceArray();
617 for (int i = 0; i < forces.size(); ++i)
619 if (forces[i]->getForceType() == force->getForceType())
621 forces[i]->addSoftBody(psb);
628 force->addSoftBody(psb);
629 force->setIndices(m_deformableBodySolver->getIndices());
630 forces.push_back(force);
634 void btDeformableMultiBodyDynamicsWorld::removeForce(btSoftBody* psb, btDeformableLagrangianForce* force)
636 btAlignedObjectArray<btDeformableLagrangianForce*>& forces = *m_deformableBodySolver->getLagrangianForceArray();
637 int removed_index = -1;
638 for (int i = 0; i < forces.size(); ++i)
640 if (forces[i]->getForceType() == force->getForceType())
642 forces[i]->removeSoftBody(psb);
643 if (forces[i]->m_softBodies.size() == 0)
648 if (removed_index >= 0)
649 forces.removeAtIndex(removed_index);
652 void btDeformableMultiBodyDynamicsWorld::removeSoftBodyForce(btSoftBody* psb)
654 btAlignedObjectArray<btDeformableLagrangianForce*>& forces = *m_deformableBodySolver->getLagrangianForceArray();
655 for (int i = 0; i < forces.size(); ++i)
657 forces[i]->removeSoftBody(psb);
661 void btDeformableMultiBodyDynamicsWorld::removeSoftBody(btSoftBody* body)
663 removeSoftBodyForce(body);
664 m_softBodies.remove(body);
665 btCollisionWorld::removeCollisionObject(body);
666 // force a reinitialize so that node indices get updated.
667 m_deformableBodySolver->reinitialize(m_softBodies, btScalar(-1));
670 void btDeformableMultiBodyDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
672 btSoftBody* body = btSoftBody::upcast(collisionObject);
674 removeSoftBody(body);
676 btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
679 int btDeformableMultiBodyDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
681 startProfiling(timeStep);
683 int numSimulationSubSteps = 0;
687 //fixed timestep with interpolation
688 m_fixedTimeStep = fixedTimeStep;
689 m_localTime += timeStep;
690 if (m_localTime >= fixedTimeStep)
692 numSimulationSubSteps = int(m_localTime / fixedTimeStep);
693 m_localTime -= numSimulationSubSteps * fixedTimeStep;
699 fixedTimeStep = timeStep;
700 m_localTime = m_latencyMotionStateInterpolation ? 0 : timeStep;
702 if (btFuzzyZero(timeStep))
704 numSimulationSubSteps = 0;
709 numSimulationSubSteps = 1;
714 //process some debugging flags
715 if (getDebugDrawer())
717 btIDebugDraw* debugDrawer = getDebugDrawer();
718 gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
720 if (numSimulationSubSteps)
722 //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
723 int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps) ? maxSubSteps : numSimulationSubSteps;
725 saveKinematicState(fixedTimeStep * clampedSimulationSteps);
727 for (int i = 0; i < clampedSimulationSteps; i++)
729 internalSingleStepSimulation(fixedTimeStep);
730 synchronizeMotionStates();
735 synchronizeMotionStates();
740 #ifndef BT_NO_PROFILE
741 CProfileManager::Increment_Frame_Counter();
742 #endif //BT_NO_PROFILE
744 return numSimulationSubSteps;