bullet setp 流程

bullet setp 流程
好的
我要开始新篇了
新篇是Bullet的
刚开始看Bullet时 代码不熟 看后忘前 不过 怎么说呢 那我就每天看 草
于是 我就明白了
先看看那个step函数:
 1 void     btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
 2 {
 3    
 4    BT_PROFILE("internalSingleStepSimulation");
 5
 6    if(0 != m_internalPreTickCallback) {
 7        (*m_internalPreTickCallback)(this, timeStep);
 8    }
    
 9
10    /**////apply gravity, predict motion
11    predictUnconstraintMotion(timeStep);
12
13    btDispatcherInfo& dispatchInfo = getDispatchInfo();
14
15    dispatchInfo.m_timeStep = timeStep;
16    dispatchInfo.m_stepCount = 0;
17    dispatchInfo.m_debugDraw = getDebugDrawer();
18
19
20    createPredictiveContacts(timeStep);
21    
22    /**////perform collision detection
23    performDiscreteCollisionDetection();
24
25    calculateSimulationIslands();
26
27    
28    getSolverInfo().m_timeStep = timeStep;
29    
30
31
32    /**////solve contact and other joint constraints
33    solveConstraints(getSolverInfo());
34    
35    /**////CallbackTriggers();
36
37    ///integrate transforms

38
39    integrateTransforms(timeStep);
40
41    /**////update vehicle simulation
42    updateActions(timeStep);
43    
44    updateActivationState( timeStep );
45
46    if(0 != m_internalTickCallback) {
47        (*m_internalTickCallback)(this, timeStep);
48    }
    
49}

50

看看里面几个重要的函数:
1 predictUnconstraintMotion(timeStep) :给每个物体加重力作用力
2 createPredictiveContacts(timeStep) :和ccd有关 处理物体在高速运动时的碰撞
3 performDiscreteCollisionDetection():此函数做碰撞 我们来看看

void     btCollisionWorld::performDiscreteCollisionDetection()
{
    BT_PROFILE(
"performDiscreteCollisionDetection");

    btDispatcherInfo
& dispatchInfo = getDispatchInfo();

    
updateAabbs();


    
computeOverlappingPairs();
* dispatcher = getDispatcher();
    
{
        BT_PROFILE(
"dispatchAllCollisionPairs");
        
if (dispatcher)
            
dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);    
       }


}


1)   updateAabbs():
      把要参加broad碰撞的物体放进paircache,此时没有进行任何碰撞检测,仅仅是把物体加进paircache(addOverlappingPair)同时,放进ghost的paircache里
      if (m_ghostPairCallback)
        m_ghostPairCallback->addOverlappingPair(proxy0,proxy1);
      在这个阶段可以设置一个回调函数,用于过滤一些特定物体

    SIMD_FORCE_INLINE bool needsBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
    {
     if (m_overlapFilterCallback)
       return m_overlapFilterCallback->needBroadphaseCollision(proxy0,proxy1);

     bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
     collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
     return collides;
    }

    m_overlapFilterCallback就是那个回调函数

2)    computeOverlappingPairs():
       该函数执行broad碰撞,也就是类似于AABB的粗线条碰撞,以此过滤paircache中不用进行narrow碰撞的pair

3)    dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1):
       该函数进行narrow碰撞,也就是精确碰撞,在这里,我们也可以设置回调,以过滤掉某些物体的精确碰撞
      

void  btCollisionDispatcher:: defaultNearCallback (btBroadphasePair &  collisionPair, btCollisionDispatcher &  dispatcher,  const  btDispatcherInfo &  dispatchInfo)
{
        btCollisionObject
* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject;
        btCollisionObject
* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject;

        if (dispatcher.needsCollision(colObj0,colObj1))        
{
            btCollisionObjectWrapper obj0Wrap(
0,colObj0->getCollisionShape(),colObj0,colObj0->getWorldTransform());
            btCollisionObjectWrapper obj1Wrap(
0,colObj1->getCollisionShape(),colObj1,colObj1->getWorldTransform());


            
//dispatcher will keep algorithms persistent in the collision pair
            if (!collisionPair.m_algorithm)
            
{
                collisionPair.m_algorithm 
= dispatcher.findAlgorithm(&obj0Wrap,&obj1Wrap);
            }


            
if (collisionPair.m_algorithm)
            
{
                btManifoldResult contactPointResult(
&obj0Wrap,&obj1Wrap);
                
                
if (dispatchInfo.m_dispatchFunc ==         btDispatcherInfo::DISPATCH_DISCRETE)
                
{
                    
//discrete collision detection query
                    
                    collisionPair.m_algorithm
->processCollision(&obj0Wrap,&obj1Wrap,dispatchInfo,&contactPointResult);
                }
 else
                
{
                    
//continuous collision detection query, time of impact (toi)
                    btScalar toi = collisionPair.m_algorithm->calculateTimeOfImpact(colObj0,colObj1,dispatchInfo,&contactPointResult);
                    
if (dispatchInfo.m_timeOfImpact > toi)
                        dispatchInfo.m_timeOfImpact 
= toi;

                }

            }

        }


}


这个是默认的callback所做的活,正如bulletManual上所说,可以换成我们自己的callback
 void setNearCallback(btNearCallback nearCallback)
 {
  m_nearCallback = nearCallback;
 }
另外,还可以重载btCollisionDispatcher,重写其
 virtual bool needsCollision(const btCollisionObject* body0,const btCollisionObject* body1);
 virtual bool needsResponse(const btCollisionObject* body0,const btCollisionObject* body1);
 virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,const btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher) ;
从而完全定制其行为

好 暂时over






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