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/*
 * Java port of Bullet (c) 2008 Martin Dvorak 
 *
 * Bullet Continuous Collision Detection and Physics Library
 * Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
 *
 * This software is provided 'as-is', without any express or implied warranty.
 * In no event will the authors be held liable for any damages arising from
 * the use of this software.
 * 
 * Permission is granted to anyone to use this software for any purpose, 
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 
 * 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.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package com.bulletphysics.dynamics;

import com.bulletphysics.BulletGlobals;
import com.bulletphysics.collision.broadphase.BroadphaseProxy;
import com.bulletphysics.collision.dispatch.CollisionFlags;
import com.bulletphysics.collision.dispatch.CollisionObject;
import com.bulletphysics.collision.dispatch.CollisionObjectType;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.dynamics.constraintsolver.TypedConstraint;
import com.bulletphysics.linearmath.MatrixUtil;
import com.bulletphysics.linearmath.MiscUtil;
import com.bulletphysics.linearmath.MotionState;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.linearmath.TransformUtil;
import com.bulletphysics.util.ObjectArrayList;
import cz.advel.stack.Stack;
import cz.advel.stack.StaticAlloc;
import javax.vecmath.Matrix3f;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;

/**
 * RigidBody is the main class for rigid body objects. It is derived from
 * {@link CollisionObject}, so it keeps reference to {@link CollisionShape}.

* * It is recommended for performance and memory use to share {@link CollisionShape} * objects whenever possible.

* * There are 3 types of rigid bodies:
*

    *
  1. Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
  2. *
  3. Fixed objects with zero mass. They are not moving (basically collision objects).
  4. *
  5. Kinematic objects, which are objects without mass, but the user can move them. There * is on-way interaction, and Bullet calculates a velocity based on the timestep and * previous and current world transform.
  6. *
* * Bullet automatically deactivates dynamic rigid bodies, when the velocity is below * a threshold for a given time.

* * Deactivated (sleeping) rigid bodies don't take any processing time, except a minor * broadphase collision detection impact (to allow active objects to activate/wake up * sleeping objects). * * @author jezek2 */ public class RigidBody extends CollisionObject { private static final float MAX_ANGVEL = BulletGlobals.SIMD_HALF_PI; private final Matrix3f invInertiaTensorWorld = new Matrix3f(); private final Vector3f linearVelocity = new Vector3f(); private final Vector3f angularVelocity = new Vector3f(); private float inverseMass; private float angularFactor; private final Vector3f gravity = new Vector3f(); private final Vector3f invInertiaLocal = new Vector3f(); private final Vector3f totalForce = new Vector3f(); private final Vector3f totalTorque = new Vector3f(); private float linearDamping; private float angularDamping; private boolean additionalDamping; private float additionalDampingFactor; private float additionalLinearDampingThresholdSqr; private float additionalAngularDampingThresholdSqr; private float additionalAngularDampingFactor; private float linearSleepingThreshold; private float angularSleepingThreshold; // optionalMotionState allows to automatic synchronize the world transform for active objects private MotionState optionalMotionState; // keep track of typed constraints referencing this rigid body private final ObjectArrayList constraintRefs = new ObjectArrayList(); // for experimental overriding of friction/contact solver func public int contactSolverType; public int frictionSolverType; private static int uniqueId = 0; public int debugBodyId; public RigidBody(RigidBodyConstructionInfo constructionInfo) { setupRigidBody(constructionInfo); } public RigidBody(float mass, MotionState motionState, CollisionShape collisionShape) { this(mass, motionState, collisionShape, new Vector3f(0f, 0f, 0f)); } public RigidBody(float mass, MotionState motionState, CollisionShape collisionShape, Vector3f localInertia) { RigidBodyConstructionInfo cinfo = new RigidBodyConstructionInfo(mass, motionState, collisionShape, localInertia); setupRigidBody(cinfo); } private void setupRigidBody(RigidBodyConstructionInfo constructionInfo) { internalType = CollisionObjectType.RIGID_BODY; linearVelocity.set(0f, 0f, 0f); angularVelocity.set(0f, 0f, 0f); angularFactor = 1f; gravity.set(0f, 0f, 0f); totalForce.set(0f, 0f, 0f); totalTorque.set(0f, 0f, 0f); linearDamping = 0f; angularDamping = 0.5f; linearSleepingThreshold = constructionInfo.linearSleepingThreshold; angularSleepingThreshold = constructionInfo.angularSleepingThreshold; optionalMotionState = constructionInfo.motionState; contactSolverType = 0; frictionSolverType = 0; additionalDamping = constructionInfo.additionalDamping; additionalDampingFactor = constructionInfo.additionalDampingFactor; additionalLinearDampingThresholdSqr = constructionInfo.additionalLinearDampingThresholdSqr; additionalAngularDampingThresholdSqr = constructionInfo.additionalAngularDampingThresholdSqr; additionalAngularDampingFactor = constructionInfo.additionalAngularDampingFactor; if (optionalMotionState != null) { optionalMotionState.getWorldTransform(worldTransform); } else { worldTransform.set(constructionInfo.startWorldTransform); } interpolationWorldTransform.set(worldTransform); interpolationLinearVelocity.set(0f, 0f, 0f); interpolationAngularVelocity.set(0f, 0f, 0f); // moved to CollisionObject friction = constructionInfo.friction; restitution = constructionInfo.restitution; setCollisionShape(constructionInfo.collisionShape); debugBodyId = uniqueId++; setMassProps(constructionInfo.mass, constructionInfo.localInertia); setDamping(constructionInfo.linearDamping, constructionInfo.angularDamping); updateInertiaTensor(); } public void destroy() { // No constraints should point to this rigidbody // Remove constraints from the dynamics world before you delete the related rigidbodies. assert (constraintRefs.size() == 0); } public void proceedToTransform(Transform newTrans) { setCenterOfMassTransform(newTrans); } /** * To keep collision detection and dynamics separate we don't store a rigidbody pointer, * but a rigidbody is derived from CollisionObject, so we can safely perform an upcast. */ public static RigidBody upcast(CollisionObject colObj) { if (colObj.getInternalType() == CollisionObjectType.RIGID_BODY) { return (RigidBody)colObj; } return null; } /** * Continuous collision detection needs prediction. */ public void predictIntegratedTransform(float timeStep, Transform predictedTransform) { TransformUtil.integrateTransform(worldTransform, linearVelocity, angularVelocity, timeStep, predictedTransform); } public void saveKinematicState(float timeStep) { //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities if (timeStep != 0f) { //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform if (getMotionState() != null) { getMotionState().getWorldTransform(worldTransform); } //Vector3f linVel = new Vector3f(), angVel = new Vector3f(); TransformUtil.calculateVelocity(interpolationWorldTransform, worldTransform, timeStep, linearVelocity, angularVelocity); interpolationLinearVelocity.set(linearVelocity); interpolationAngularVelocity.set(angularVelocity); interpolationWorldTransform.set(worldTransform); //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ()); } } public void applyGravity() { if (isStaticOrKinematicObject()) return; applyCentralForce(gravity); } public void setGravity(Vector3f acceleration) { if (inverseMass != 0f) { gravity.scale(1f / inverseMass, acceleration); } } public Vector3f getGravity(Vector3f out) { out.set(gravity); return out; } public void setDamping(float lin_damping, float ang_damping) { linearDamping = MiscUtil.GEN_clamped(lin_damping, 0f, 1f); angularDamping = MiscUtil.GEN_clamped(ang_damping, 0f, 1f); } public float getLinearDamping() { return linearDamping; } public float getAngularDamping() { return angularDamping; } public float getLinearSleepingThreshold() { return linearSleepingThreshold; } public float getAngularSleepingThreshold() { return angularSleepingThreshold; } /** * Damps the velocity, using the given linearDamping and angularDamping. */ public void applyDamping(float timeStep) { // On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74 // todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway //#define USE_OLD_DAMPING_METHOD 1 //#ifdef USE_OLD_DAMPING_METHOD //linearVelocity.scale(MiscUtil.GEN_clamped((1f - timeStep * linearDamping), 0f, 1f)); //angularVelocity.scale(MiscUtil.GEN_clamped((1f - timeStep * angularDamping), 0f, 1f)); //#else linearVelocity.scale((float)Math.pow(1f - linearDamping, timeStep)); angularVelocity.scale((float)Math.pow(1f - angularDamping, timeStep)); //#endif if (additionalDamping) { // Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. // Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete if ((angularVelocity.lengthSquared() < additionalAngularDampingThresholdSqr) && (linearVelocity.lengthSquared() < additionalLinearDampingThresholdSqr)) { angularVelocity.scale(additionalDampingFactor); linearVelocity.scale(additionalDampingFactor); } float speed = linearVelocity.length(); if (speed < linearDamping) { float dampVel = 0.005f; if (speed > dampVel) { Vector3f dir = Stack.alloc(linearVelocity); dir.normalize(); dir.scale(dampVel); linearVelocity.sub(dir); } else { linearVelocity.set(0f, 0f, 0f); } } float angSpeed = angularVelocity.length(); if (angSpeed < angularDamping) { float angDampVel = 0.005f; if (angSpeed > angDampVel) { Vector3f dir = Stack.alloc(angularVelocity); dir.normalize(); dir.scale(angDampVel); angularVelocity.sub(dir); } else { angularVelocity.set(0f, 0f, 0f); } } } } public void setMassProps(float mass, Vector3f inertia) { if (mass == 0f) { collisionFlags |= CollisionFlags.STATIC_OBJECT; inverseMass = 0f; } else { collisionFlags &= (~CollisionFlags.STATIC_OBJECT); inverseMass = 1f / mass; } invInertiaLocal.set(inertia.x != 0f ? 1f / inertia.x : 0f, inertia.y != 0f ? 1f / inertia.y : 0f, inertia.z != 0f ? 1f / inertia.z : 0f); } public float getInvMass() { return inverseMass; } public Matrix3f getInvInertiaTensorWorld(Matrix3f out) { out.set(invInertiaTensorWorld); return out; } public void integrateVelocities(float step) { if (isStaticOrKinematicObject()) { return; } linearVelocity.scaleAdd(inverseMass * step, totalForce, linearVelocity); Vector3f tmp = Stack.alloc(totalTorque); invInertiaTensorWorld.transform(tmp); angularVelocity.scaleAdd(step, tmp, angularVelocity); // clamp angular velocity. collision calculations will fail on higher angular velocities float angvel = angularVelocity.length(); if (angvel * step > MAX_ANGVEL) { angularVelocity.scale((MAX_ANGVEL / step) / angvel); } } public void setCenterOfMassTransform(Transform xform) { if (isStaticOrKinematicObject()) { interpolationWorldTransform.set(worldTransform); } else { interpolationWorldTransform.set(xform); } getLinearVelocity(interpolationLinearVelocity); getAngularVelocity(interpolationAngularVelocity); worldTransform.set(xform); updateInertiaTensor(); } public void applyCentralForce(Vector3f force) { totalForce.add(force); } public Vector3f getInvInertiaDiagLocal(Vector3f out) { out.set(invInertiaLocal); return out; } public void setInvInertiaDiagLocal(Vector3f diagInvInertia) { invInertiaLocal.set(diagInvInertia); } public void setSleepingThresholds(float linear, float angular) { linearSleepingThreshold = linear; angularSleepingThreshold = angular; } public void applyTorque(Vector3f torque) { totalTorque.add(torque); } public void applyForce(Vector3f force, Vector3f rel_pos) { applyCentralForce(force); Vector3f tmp = Stack.alloc(Vector3f.class); tmp.cross(rel_pos, force); tmp.scale(angularFactor); applyTorque(tmp); } public void applyCentralImpulse(Vector3f impulse) { linearVelocity.scaleAdd(inverseMass, impulse, linearVelocity); } @StaticAlloc public void applyTorqueImpulse(Vector3f torque) { Vector3f tmp = Stack.alloc(torque); invInertiaTensorWorld.transform(tmp); angularVelocity.add(tmp); } @StaticAlloc public void applyImpulse(Vector3f impulse, Vector3f rel_pos) { if (inverseMass != 0f) { applyCentralImpulse(impulse); if (angularFactor != 0f) { Vector3f tmp = Stack.alloc(Vector3f.class); tmp.cross(rel_pos, impulse); tmp.scale(angularFactor); applyTorqueImpulse(tmp); } } } /** * Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position. */ public void internalApplyImpulse(Vector3f linearComponent, Vector3f angularComponent, float impulseMagnitude) { if (inverseMass != 0f) { linearVelocity.scaleAdd(impulseMagnitude, linearComponent, linearVelocity); if (angularFactor != 0f) { angularVelocity.scaleAdd(impulseMagnitude * angularFactor, angularComponent, angularVelocity); } } } public void clearForces() { totalForce.set(0f, 0f, 0f); totalTorque.set(0f, 0f, 0f); } public void updateInertiaTensor() { Matrix3f mat1 = Stack.alloc(Matrix3f.class); MatrixUtil.scale(mat1, worldTransform.basis, invInertiaLocal); Matrix3f mat2 = Stack.alloc(worldTransform.basis); mat2.transpose(); invInertiaTensorWorld.mul(mat1, mat2); } public Vector3f getCenterOfMassPosition(Vector3f out) { out.set(worldTransform.origin); return out; } public Quat4f getOrientation(Quat4f out) { MatrixUtil.getRotation(worldTransform.basis, out); return out; } public Transform getCenterOfMassTransform(Transform out) { out.set(worldTransform); return out; } public Vector3f getLinearVelocity(Vector3f out) { out.set(linearVelocity); return out; } public Vector3f getAngularVelocity(Vector3f out) { out.set(angularVelocity); return out; } public void setLinearVelocity(Vector3f lin_vel) { assert (collisionFlags != CollisionFlags.STATIC_OBJECT); linearVelocity.set(lin_vel); } public void setAngularVelocity(Vector3f ang_vel) { assert (collisionFlags != CollisionFlags.STATIC_OBJECT); angularVelocity.set(ang_vel); } public Vector3f getVelocityInLocalPoint(Vector3f rel_pos, Vector3f out) { // we also calculate lin/ang velocity for kinematic objects Vector3f vec = out; vec.cross(angularVelocity, rel_pos); vec.add(linearVelocity); return out; //for kinematic objects, we could also use use: // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; } public void translate(Vector3f v) { worldTransform.origin.add(v); } public void getAabb(Vector3f aabbMin, Vector3f aabbMax) { getCollisionShape().getAabb(worldTransform, aabbMin, aabbMax); } public float computeImpulseDenominator(Vector3f pos, Vector3f normal) { Vector3f r0 = Stack.alloc(Vector3f.class); r0.sub(pos, getCenterOfMassPosition(Stack.alloc(Vector3f.class))); Vector3f c0 = Stack.alloc(Vector3f.class); c0.cross(r0, normal); Vector3f tmp = Stack.alloc(Vector3f.class); MatrixUtil.transposeTransform(tmp, c0, getInvInertiaTensorWorld(Stack.alloc(Matrix3f.class))); Vector3f vec = Stack.alloc(Vector3f.class); vec.cross(tmp, r0); return inverseMass + normal.dot(vec); } public float computeAngularImpulseDenominator(Vector3f axis) { Vector3f vec = Stack.alloc(Vector3f.class); MatrixUtil.transposeTransform(vec, axis, getInvInertiaTensorWorld(Stack.alloc(Matrix3f.class))); return axis.dot(vec); } public void updateDeactivation(float timeStep) { if ((getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) { return; } if ((getLinearVelocity(Stack.alloc(Vector3f.class)).lengthSquared() < linearSleepingThreshold * linearSleepingThreshold) && (getAngularVelocity(Stack.alloc(Vector3f.class)).lengthSquared() < angularSleepingThreshold * angularSleepingThreshold)) { deactivationTime += timeStep; } else { deactivationTime = 0f; setActivationState(0); } } public boolean wantsSleeping() { if (getActivationState() == DISABLE_DEACTIVATION) { return false; } // disable deactivation if (BulletGlobals.isDeactivationDisabled() || (BulletGlobals.getDeactivationTime() == 0f)) { return false; } if ((getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) { return true; } if (deactivationTime > BulletGlobals.getDeactivationTime()) { return true; } return false; } public BroadphaseProxy getBroadphaseProxy() { return broadphaseHandle; } public void setNewBroadphaseProxy(BroadphaseProxy broadphaseProxy) { this.broadphaseHandle = broadphaseProxy; } public MotionState getMotionState() { return optionalMotionState; } public void setMotionState(MotionState motionState) { this.optionalMotionState = motionState; if (optionalMotionState != null) { motionState.getWorldTransform(worldTransform); } } public void setAngularFactor(float angFac) { angularFactor = angFac; } public float getAngularFactor() { return angularFactor; } /** * Is this rigidbody added to a CollisionWorld/DynamicsWorld/Broadphase? */ public boolean isInWorld() { return (getBroadphaseProxy() != null); } @Override public boolean checkCollideWithOverride(CollisionObject co) { // TODO: change to cast RigidBody otherRb = RigidBody.upcast(co); if (otherRb == null) { return true; } for (int i = 0; i < constraintRefs.size(); ++i) { TypedConstraint c = constraintRefs.getQuick(i); if (c.getRigidBodyA() == otherRb || c.getRigidBodyB() == otherRb) { return false; } } return true; } public void addConstraintRef(TypedConstraint c) { int index = constraintRefs.indexOf(c); if (index == -1) { constraintRefs.add(c); } checkCollideWith = true; } public void removeConstraintRef(TypedConstraint c) { constraintRefs.remove(c); checkCollideWith = (constraintRefs.size() > 0); } public TypedConstraint getConstraintRef(int index) { return constraintRefs.getQuick(index); } public int getNumConstraintRefs() { return constraintRefs.size(); } }





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