Bullet Collision Detection & Physics Library
btRigidBody.cpp
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#include "btRigidBody.h"
18#include "LinearMath/btMinMax.h"
23
24//'temporarily' global variables
27static int uniqueId = 0;
28
29
31{
33}
34
36{
39}
40
42{
43
45
54 setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
55
56 m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
57 m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
61 m_additionalDamping = constructionInfo.m_additionalDamping;
62 m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor;
63 m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
64 m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
65 m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;
66
68 {
70 } else
71 {
72 m_worldTransform = constructionInfo.m_startWorldTransform;
73 }
74
78
79 //moved to btCollisionObject
80 m_friction = constructionInfo.m_friction;
81 m_rollingFriction = constructionInfo.m_rollingFriction;
82 m_spinningFriction = constructionInfo.m_spinningFriction;
83
84 m_restitution = constructionInfo.m_restitution;
85
86 setCollisionShape( constructionInfo.m_collisionShape );
88
89 setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
91
93
94
100
101
102
103}
104
105
107{
109}
110
112{
113 //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
114 if (timeStep != btScalar(0.))
115 {
116 //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
117 if (getMotionState())
120
125 //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
126 }
127}
128
130{
132}
133
134
135
136
138{
139 if (m_inverseMass != btScalar(0.0))
140 {
142 }
144}
145
146
147
148
149
150
152{
155}
156
157
158
159
162{
163 //On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
164 //todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
165
166//#define USE_OLD_DAMPING_METHOD 1
167#ifdef USE_OLD_DAMPING_METHOD
170#else
173#endif
174
176 {
177 //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
178 //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
181 {
184 }
185
186
189 {
190 btScalar dampVel = btScalar(0.005);
191 if (speed > dampVel)
192 {
195 } else
196 {
198 }
199 }
200
203 {
205 if (angSpeed > angDampVel)
206 {
209 } else
210 {
212 }
213 }
214 }
215}
216
217
219{
221 return;
222
224
225}
226
228{
230}
231
232
234{
235 if (mass == btScalar(0.))
236 {
239 } else
240 {
242 m_inverseMass = btScalar(1.0) / mass;
243 }
244
245 //Fg = m * a
247
248 m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0),
249 inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0),
250 inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0));
251
253}
254
255
257{
259}
260
261
262
264{
265
268 inertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
269 inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
270 inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
271 return inertiaLocal;
272}
273
274inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
275 const btMatrix3x3 &I)
276{
277 const btVector3 w2 = I*w1 + w1.cross(I*w1)*dt - (T*dt + I*w0);
278 return w2;
279}
280
282 const btMatrix3x3 &I)
283{
284
286 const btVector3 Iwi = (I*w1);
287 w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
288 Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
289
290 const btMatrix3x3 dfw1 = I + (w1x*I - Iw1x)*dt;
291 return dfw1;
292}
293
295{
300 btScalar l2 = gf.length2();
302 {
304 }
305 return gf;
306}
307
308
310{
314
315 // Convert to body coordinates
316 btVector3 omegab = quatRotate(q.inverse(), omega1);
318 Ib.setValue(idl.x(),0,0,
319 0,idl.y(),0,
320 0,0,idl.z());
321
323
324 // Residual vector
326
328 omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
331 om.getSkewSymmetricMatrix(&skew1[0],&skew1[1],&skew1[2]);
332
333 // Jacobian
334 btMatrix3x3 J = Ib + (skew0*Ib - skew1)*step;
335
336// btMatrix3x3 Jinv = J.inverse();
337// btVector3 omega_div = Jinv*f;
338 btVector3 omega_div = J.solve33(f);
339
340 // Single Newton-Raphson update
341 omegab = omegab - omega_div;//Solve33(J, f);
342 // Back to world coordinates
345 return gf;
346}
347
348
349
351{
352 // use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
353 // calculate using implicit euler step so it's stable.
354
357
359
362
363 // use newtons method to find implicit solution for new angular velocity (w')
364 // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
365 // df/dw' = I + 1xIw'*step + w'xI*step
366
367 btVector3 w1 = w0;
368
369 // one step of newton's method
370 {
371 const btVector3 fw = evalEulerEqn(w1, w0, btVector3(0, 0, 0), step, I);
373
375 dw = dfw.solve33(fw);
376 //const btMatrix3x3 dfw_inv = dfw.inverse();
377 //dw = dfw_inv*fw;
378
379 w1 -= dw;
380 }
381
382 btVector3 gf = (w1 - w0);
383 return gf;
384}
385
386
388{
390 return;
391
394
395#define MAX_ANGVEL SIMD_HALF_PI
398 if (angvel*step > MAX_ANGVEL)
399 {
401 }
402
403}
404
406{
409 return orn;
410}
411
412
414{
415
416 if (isKinematicObject())
417 {
419 } else
420 {
422 }
425 m_worldTransform = xform;
427}
428
429
430
431
432
434{
436
437 int index = m_constraintRefs.findLinearSearch(c);
438 //don't add constraints that are already referenced
439 //btAssert(index == m_constraintRefs.size());
440 if (index == m_constraintRefs.size())
441 {
445 if (colObjA == this)
446 {
448 }
449 else
450 {
451 colObjB->setIgnoreCollisionCheck(colObjA, true);
452 }
453 }
454}
455
457{
458 int index = m_constraintRefs.findLinearSearch(c);
459 //don't remove constraints that are not referenced
460 if(index < m_constraintRefs.size())
461 {
465 if (colObjA == this)
466 {
468 }
469 else
470 {
471 colObjB->setIgnoreCollisionCheck(colObjA, false);
472 }
473 }
474}
475
477{
478 int sz = sizeof(btRigidBodyData);
479 return sz;
480}
481
484{
486
487 btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
488
489 m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld);
490 m_linearVelocity.serialize(rbd->m_linearVelocity);
491 m_angularVelocity.serialize(rbd->m_angularVelocity);
492 rbd->m_inverseMass = m_inverseMass;
493 m_angularFactor.serialize(rbd->m_angularFactor);
494 m_linearFactor.serialize(rbd->m_linearFactor);
495 m_gravity.serialize(rbd->m_gravity);
496 m_gravity_acceleration.serialize(rbd->m_gravity_acceleration);
497 m_invInertiaLocal.serialize(rbd->m_invInertiaLocal);
498 m_totalForce.serialize(rbd->m_totalForce);
499 m_totalTorque.serialize(rbd->m_totalTorque);
500 rbd->m_linearDamping = m_linearDamping;
501 rbd->m_angularDamping = m_angularDamping;
502 rbd->m_additionalDamping = m_additionalDamping;
503 rbd->m_additionalDampingFactor = m_additionalDampingFactor;
504 rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
505 rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
506 rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
507 rbd->m_linearSleepingThreshold=m_linearSleepingThreshold;
508 rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
509
510 // Fill padding with zeros to appease msan.
511#ifdef BT_USE_DOUBLE_PRECISION
512 memset(rbd->m_padding, 0, sizeof(rbd->m_padding));
513#endif
514
515 return btRigidBodyDataName;
516}
517
518
519
521{
523 const char* structType = serialize(chunk->m_oldPtr, serializer);
524 serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,(void*)this);
525}
526
527
const T & btClamped(const T &a, const T &lb, const T &ub)
Definition btMinMax.h:35
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:29
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
bool gDisableDeactivation
#define MAX_ANGVEL
btVector3 evalEulerEqn(const btVector3 &w1, const btVector3 &w0, const btVector3 &T, const btScalar dt, const btMatrix3x3 &I)
btScalar gDeactivationTime
static int uniqueId
btMatrix3x3 evalEulerEqnDeriv(const btVector3 &w1, const btVector3 &w0, const btScalar dt, const btMatrix3x3 &I)
#define btRigidBodyDataName
Definition btRigidBody.h:37
#define btRigidBodyData
Definition btRigidBody.h:36
@ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
Definition btRigidBody.h:49
btScalar btPow(btScalar x, btScalar y)
Definition btScalar.h:499
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:292
btScalar btSqrt(btScalar y)
Definition btScalar.h:444
#define BT_RIGIDBODY_CODE
int size() const
return the number of elements in the array
int findLinearSearch(const T &key) const
void remove(const T &key)
void push_back(const T &_Val)
btCollisionObject can be used to manage collision detection objects.
bool isStaticOrKinematicObject() const
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btTransform & getWorldTransform()
btTransform m_worldTransform
virtual void setCollisionShape(btCollisionShape *collisionShape)
btVector3 m_interpolationLinearVelocity
void setIgnoreCollisionCheck(const btCollisionObject *co, bool ignoreCollisionCheck)
btVector3 m_interpolationAngularVelocity
int m_internalType
m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody,...
btTransform m_interpolationWorldTransform
m_interpolationWorldTransform is used for CCD and interpolation it can be either previous or future (...
bool isKinematicObject() const
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const =0
getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition btMatrix3x3.h:48
btMatrix3x3 transpose() const
Return the transpose of the matrix.
void getRotation(btQuaternion &q) const
Get the matrix represented as a quaternion.
btMatrix3x3 scaled(const btVector3 &s) const
Create a scaled copy of the matrix.
void serialize(struct btMatrix3x3Data &dataOut) const
void setValue(const btScalar &xx, const btScalar &xy, const btScalar &xz, const btScalar &yx, const btScalar &yy, const btScalar &yz, const btScalar &zx, const btScalar &zy, const btScalar &zz)
Set the values of the matrix explicitly (row major)
The btMotionState interface class allows the dynamics world to synchronize and interpolate the update...
virtual void getWorldTransform(btTransform &worldTrans) const =0
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
void getAabb(btVector3 &aabbMin, btVector3 &aabbMax) const
btScalar m_additionalAngularDampingFactor
Definition btRigidBody.h:84
void applyGravity()
void integrateVelocities(btScalar step)
void addConstraintRef(btTypedConstraint *c)
virtual void serializeSingleObject(class btSerializer *serializer) const
btScalar m_linearDamping
Definition btRigidBody.h:77
btMatrix3x3 m_invInertiaTensorWorld
Definition btRigidBody.h:65
int m_frictionSolverType
btVector3 m_invInertiaLocal
Definition btRigidBody.h:73
void applyDamping(btScalar timeStep)
applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
btMotionState * m_optionalMotionState
Definition btRigidBody.h:91
btVector3 m_gravity
Definition btRigidBody.h:71
int m_contactSolverType
void applyCentralForce(const btVector3 &force)
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btVector3 m_turnVelocity
btScalar m_additionalDampingFactor
Definition btRigidBody.h:81
virtual int calculateSerializeBufferSize() const
int m_rigidbodyFlags
Definition btRigidBody.h:96
btScalar m_additionalAngularDampingThresholdSqr
Definition btRigidBody.h:83
void setGravity(const btVector3 &acceleration)
btRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
btRigidBody constructor using construction info
btScalar m_linearSleepingThreshold
Definition btRigidBody.h:87
btQuaternion getOrientation() const
void proceedToTransform(const btTransform &newTrans)
const btCollisionShape * getCollisionShape() const
btVector3 m_linearFactor
Definition btRigidBody.h:69
void saveKinematicState(btScalar step)
btVector3 getLocalInertia() const
btVector3 computeGyroscopicImpulseImplicit_World(btScalar dt) const
perform implicit force computation in world space
btVector3 m_angularFactor
btVector3 m_totalForce
Definition btRigidBody.h:74
btScalar m_inverseMass
Definition btRigidBody.h:68
btVector3 computeGyroscopicImpulseImplicit_Body(btScalar step) const
perform implicit force computation in body space (inertial frame)
btVector3 m_totalTorque
Definition btRigidBody.h:75
const btVector3 & getAngularVelocity() const
btMotionState * getMotionState()
btScalar m_angularDamping
Definition btRigidBody.h:78
void removeConstraintRef(btTypedConstraint *c)
void setMassProps(btScalar mass, const btVector3 &inertia)
btVector3 m_deltaAngularVelocity
btVector3 m_pushVelocity
bool m_additionalDamping
Definition btRigidBody.h:80
int m_debugBodyId
Definition btRigidBody.h:98
btScalar m_angularSleepingThreshold
Definition btRigidBody.h:88
btScalar m_additionalLinearDampingThresholdSqr
Definition btRigidBody.h:82
btVector3 m_linearVelocity
Definition btRigidBody.h:66
void setDamping(btScalar lin_damping, btScalar ang_damping)
btVector3 m_deltaLinearVelocity
btVector3 m_angularVelocity
Definition btRigidBody.h:67
void setupRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
setupRigidBody is only used internally by the constructor
void setCenterOfMassTransform(const btTransform &xform)
btAlignedObjectArray< btTypedConstraint * > m_constraintRefs
Definition btRigidBody.h:94
void updateInertiaTensor()
void predictIntegratedTransform(btScalar step, btTransform &predictedTransform)
continuous collision detection needs prediction
btVector3 computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
explicit version is best avoided, it gains energy
btVector3 m_invMass
const btVector3 & getLinearVelocity() const
btVector3 m_gravity_acceleration
Definition btRigidBody.h:72
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
static void calculateVelocity(const btTransform &transform0, const btTransform &transform1, btScalar timeStep, btVector3 &linVel, btVector3 &angVel)
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:34
btMatrix3x3 & getBasis()
Return the basis matrix for the rotation.
btQuaternion getRotation() const
Return a quaternion representing the rotation.
TypedConstraint is the baseclass for Bullet constraints and vehicles.
const btRigidBody & getRigidBodyA() const
const btRigidBody & getRigidBodyB() const
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:84
btScalar length() const
Return the length of the vector.
Definition btVector3.h:263
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition btVector3.h:389
void getSkewSymmetricMatrix(btVector3 *v0, btVector3 *v1, btVector3 *v2) const
Definition btVector3.h:660
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition btVector3.h:652
btVector3 normalized() const
Return a normalized version of this vector.
Definition btVector3.h:964
btScalar length2() const
Return the length of the vector squared.
Definition btVector3.h:257
void setZero()
Definition btVector3.h:683
void serialize(struct btVector3Data &dataOut) const
Definition btVector3.h:1351
The btRigidBodyConstructionInfo structure provides information to create a rigid body.