/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. * * All rights reserved. Email: russ@q12.org Web: www.q12.org * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of EITHER: * * (1) The GNU Lesser General Public License as published by the Free * * Software Foundation; either version 2.1 of the License, or (at * * your option) any later version. The text of the GNU Lesser * * General Public License is included with this library in the * * file LICENSE.TXT. * * (2) The BSD-style license that is included with this library in * * the file LICENSE-BSD.TXT. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * * LICENSE.TXT and LICENSE-BSD.TXT for more details. * * * *************************************************************************/ #include "ode/ode.h" #include "objects.h" #include "joint.h" #include "util.h" #define ALLOCA dALLOCA16 //**************************************************************************** // Auto disabling void dInternalHandleAutoDisabling (dxWorld *world, dReal stepsize) { dxBody *bb; for ( bb=world->firstbody; bb; bb=(dxBody*)bb->next ) { // don't freeze objects mid-air (patch 1586738) if ( bb->firstjoint == NULL ) continue; // nothing to do unless this body is currently enabled and has // the auto-disable flag set if ( (bb->flags & (dxBodyAutoDisable|dxBodyDisabled)) != dxBodyAutoDisable ) continue; // if sampling / threshold testing is disabled, we can never sleep. if ( bb->adis.average_samples == 0 ) continue; // // see if the body is idle // #ifndef dNODEBUG // sanity check if ( bb->average_counter >= bb->adis.average_samples ) { dUASSERT( bb->average_counter < bb->adis.average_samples, "buffer overflow" ); // something is going wrong, reset the average-calculations bb->average_ready = 0; // not ready for average calculation bb->average_counter = 0; // reset the buffer index } #endif // dNODEBUG // sample the linear and angular velocity bb->average_lvel_buffer[bb->average_counter][0] = bb->lvel[0]; bb->average_lvel_buffer[bb->average_counter][1] = bb->lvel[1]; bb->average_lvel_buffer[bb->average_counter][2] = bb->lvel[2]; bb->average_avel_buffer[bb->average_counter][0] = bb->avel[0]; bb->average_avel_buffer[bb->average_counter][1] = bb->avel[1]; bb->average_avel_buffer[bb->average_counter][2] = bb->avel[2]; bb->average_counter++; // buffer ready test if ( bb->average_counter >= bb->adis.average_samples ) { bb->average_counter = 0; // fill the buffer from the beginning bb->average_ready = 1; // this body is ready now for average calculation } int idle = 0; // Assume it's in motion unless we have samples to disprove it. // enough samples? if ( bb->average_ready ) { idle = 1; // Initial assumption: IDLE // the sample buffers are filled and ready for calculation dVector3 average_lvel, average_avel; // Store first velocity samples average_lvel[0] = bb->average_lvel_buffer[0][0]; average_avel[0] = bb->average_avel_buffer[0][0]; average_lvel[1] = bb->average_lvel_buffer[0][1]; average_avel[1] = bb->average_avel_buffer[0][1]; average_lvel[2] = bb->average_lvel_buffer[0][2]; average_avel[2] = bb->average_avel_buffer[0][2]; // If we're not in "instantaneous mode" if ( bb->adis.average_samples > 1 ) { // add remaining velocities together for ( unsigned int i = 1; i < bb->adis.average_samples; ++i ) { average_lvel[0] += bb->average_lvel_buffer[i][0]; average_avel[0] += bb->average_avel_buffer[i][0]; average_lvel[1] += bb->average_lvel_buffer[i][1]; average_avel[1] += bb->average_avel_buffer[i][1]; average_lvel[2] += bb->average_lvel_buffer[i][2]; average_avel[2] += bb->average_avel_buffer[i][2]; } // make average dReal r1 = dReal( 1.0 ) / dReal( bb->adis.average_samples ); average_lvel[0] *= r1; average_avel[0] *= r1; average_lvel[1] *= r1; average_avel[1] *= r1; average_lvel[2] *= r1; average_avel[2] *= r1; } // threshold test dReal av_lspeed, av_aspeed; av_lspeed = dDOT( average_lvel, average_lvel ); if ( av_lspeed > bb->adis.linear_average_threshold ) { idle = 0; // average linear velocity is too high for idle } else { av_aspeed = dDOT( average_avel, average_avel ); if ( av_aspeed > bb->adis.angular_average_threshold ) { idle = 0; // average angular velocity is too high for idle } } } // if it's idle, accumulate steps and time. // these counters won't overflow because this code doesn't run for disabled bodies. if (idle) { bb->adis_stepsleft--; bb->adis_timeleft -= stepsize; } else { // Reset countdowns bb->adis_stepsleft = bb->adis.idle_steps; bb->adis_timeleft = bb->adis.idle_time; } // disable the body if it's idle for a long enough time if ( bb->adis_stepsleft <= 0 && bb->adis_timeleft <= 0 ) { bb->flags |= dxBodyDisabled; // set the disable flag // disabling bodies should also include resetting the velocity // should prevent jittering in big "islands" bb->lvel[0] = 0; bb->lvel[1] = 0; bb->lvel[2] = 0; bb->avel[0] = 0; bb->avel[1] = 0; bb->avel[2] = 0; } } } //**************************************************************************** // body rotation // return sin(x)/x. this has a singularity at 0 so special handling is needed // for small arguments. static inline dReal sinc (dReal x) { // if |x| < 1e-4 then use a taylor series expansion. this two term expansion // is actually accurate to one LS bit within this range if double precision // is being used - so don't worry! if (dFabs(x) < 1.0e-4) return REAL(1.0) - x*x*REAL(0.166666666666666666667); else return dSin(x)/x; } // given a body b, apply its linear and angular rotation over the time // interval h, thereby adjusting its position and orientation. void dxStepBody (dxBody *b, dReal h) { int j; // handle linear velocity for (j=0; j<3; j++) b->posr.pos[j] += h * b->lvel[j]; if (b->flags & dxBodyFlagFiniteRotation) { dVector3 irv; // infitesimal rotation vector dQuaternion q; // quaternion for finite rotation if (b->flags & dxBodyFlagFiniteRotationAxis) { // split the angular velocity vector into a component along the finite // rotation axis, and a component orthogonal to it. dVector3 frv; // finite rotation vector dReal k = dDOT (b->finite_rot_axis,b->avel); frv[0] = b->finite_rot_axis[0] * k; frv[1] = b->finite_rot_axis[1] * k; frv[2] = b->finite_rot_axis[2] * k; irv[0] = b->avel[0] - frv[0]; irv[1] = b->avel[1] - frv[1]; irv[2] = b->avel[2] - frv[2]; // make a rotation quaternion q that corresponds to frv * h. // compare this with the full-finite-rotation case below. h *= REAL(0.5); dReal theta = k * h; q[0] = dCos(theta); dReal s = sinc(theta) * h; q[1] = frv[0] * s; q[2] = frv[1] * s; q[3] = frv[2] * s; } else { // make a rotation quaternion q that corresponds to w * h dReal wlen = dSqrt (b->avel[0]*b->avel[0] + b->avel[1]*b->avel[1] + b->avel[2]*b->avel[2]); h *= REAL(0.5); dReal theta = wlen * h; q[0] = dCos(theta); dReal s = sinc(theta) * h; q[1] = b->avel[0] * s; q[2] = b->avel[1] * s; q[3] = b->avel[2] * s; } // do the finite rotation dQuaternion q2; dQMultiply0 (q2,q,b->q); for (j=0; j<4; j++) b->q[j] = q2[j]; // do the infitesimal rotation if required if (b->flags & dxBodyFlagFiniteRotationAxis) { dReal dq[4]; dWtoDQ (irv,b->q,dq); for (j=0; j<4; j++) b->q[j] += h * dq[j]; } } else { // the normal way - do an infitesimal rotation dReal dq[4]; dWtoDQ (b->avel,b->q,dq); for (j=0; j<4; j++) b->q[j] += h * dq[j]; } // normalize the quaternion and convert it to a rotation matrix dNormalize4 (b->q); dQtoR (b->q,b->posr.R); // notify all attached geoms that this body has moved for (dxGeom *geom = b->geom; geom; geom = dGeomGetBodyNext (geom)) dGeomMoved (geom); } //**************************************************************************** // island processing // this groups all joints and bodies in a world into islands. all objects // in an island are reachable by going through connected bodies and joints. // each island can be simulated separately. // note that joints that are not attached to anything will not be included // in any island, an so they do not affect the simulation. // // this function starts new island from unvisited bodies. however, it will // never start a new islands from a disabled body. thus islands of disabled // bodies will not be included in the simulation. disabled bodies are // re-enabled if they are found to be part of an active island. void dxProcessIslands (dxWorld *world, dReal stepsize, dstepper_fn_t stepper) { dxBody *b,*bb,**body; dxJoint *j,**joint; // nothing to do if no bodies if (world->nb <= 0) return; // handle auto-disabling of bodies dInternalHandleAutoDisabling (world,stepsize); // make arrays for body and joint lists (for a single island) to go into body = (dxBody**) ALLOCA (world->nb * sizeof(dxBody*)); joint = (dxJoint**) ALLOCA (world->nj * sizeof(dxJoint*)); int bcount = 0; // number of bodies in `body' int jcount = 0; // number of joints in `joint' // set all body/joint tags to 0 for (b=world->firstbody; b; b=(dxBody*)b->next) b->tag = 0; for (j=world->firstjoint; j; j=(dxJoint*)j->next) j->tag = 0; // allocate a stack of unvisited bodies in the island. the maximum size of // the stack can be the lesser of the number of bodies or joints, because // new bodies are only ever added to the stack by going through untagged // joints. all the bodies in the stack must be tagged! int stackalloc = (world->nj < world->nb) ? world->nj : world->nb; dxBody **stack = (dxBody**) ALLOCA (stackalloc * sizeof(dxBody*)); for (bb=world->firstbody; bb; bb=(dxBody*)bb->next) { // get bb = the next enabled, untagged body, and tag it if (bb->tag || (bb->flags & dxBodyDisabled)) continue; bb->tag = 1; // tag all bodies and joints starting from bb. int stacksize = 0; b = bb; body[0] = bb; bcount = 1; jcount = 0; goto quickstart; while (stacksize > 0) { b = stack[--stacksize]; // pop body off stack body[bcount++] = b; // put body on body list quickstart: // traverse and tag all body's joints, add untagged connected bodies // to stack for (dxJointNode *n=b->firstjoint; n; n=n->next) { if (!n->joint->tag) { n->joint->tag = 1; joint[jcount++] = n->joint; if (n->body && !n->body->tag) { n->body->tag = 1; stack[stacksize++] = n->body; } } } dIASSERT(stacksize <= world->nb); dIASSERT(stacksize <= world->nj); } // now do something with body and joint lists stepper (world,body,bcount,joint,jcount,stepsize); // what we've just done may have altered the body/joint tag values. // we must make sure that these tags are nonzero. // also make sure all bodies are in the enabled state. int i; for (i=0; itag = 1; body[i]->flags &= ~dxBodyDisabled; } for (i=0; itag = 1; } // if debugging, check that all objects (except for disabled bodies, // unconnected joints, and joints that are connected to disabled bodies) // were tagged. # ifndef dNODEBUG for (b=world->firstbody; b; b=(dxBody*)b->next) { if (b->flags & dxBodyDisabled) { if (b->tag) dDebug (0,"disabled body tagged"); } else { if (!b->tag) dDebug (0,"enabled body not tagged"); } } for (j=world->firstjoint; j; j=(dxJoint*)j->next) { if ((j->node[0].body && (j->node[0].body->flags & dxBodyDisabled)==0) || (j->node[1].body && (j->node[1].body->flags & dxBodyDisabled)==0)) { if (!j->tag) dDebug (0,"attached enabled joint not tagged"); } else { if (j->tag) dDebug (0,"unattached or disabled joint tagged"); } } # endif }