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authorRémi Verschelde <rverschelde@gmail.com>2022-03-09 21:15:53 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-03-09 21:45:47 +0100
commit3d7f1555865a981b7144becfc58d3f3f34362f5f (patch)
treed92912c6d700468b3330148b9179026b9f4efcb4 /thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
parent33c907f9f5b3ec1a43d0251d7cac80da49b5b658 (diff)
Remove unused Bullet module and thirdparty code
It has been disabled in `master` since one year (#45852) and our plan is for Bullet, and possibly other thirdparty physics engines, to be implemented via GDExtension so that they can be selected by the users who need them.
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h')
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h106
1 files changed, 0 insertions, 106 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
deleted file mode 100644
index 56d9118f95..0000000000
--- a/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
+++ /dev/null
@@ -1,106 +0,0 @@
-
-
-#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
-
-inline void integrateSingleTransform(__global b3RigidBodyData_t* bodies, int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
-{
- if (bodies[nodeID].m_invMass != 0.f)
- {
- float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
-
- //angular velocity
- {
- b3Float4 axis;
- //add some hardcoded angular damping
- bodies[nodeID].m_angVel.x *= angularDamping;
- bodies[nodeID].m_angVel.y *= angularDamping;
- bodies[nodeID].m_angVel.z *= angularDamping;
-
- b3Float4 angvel = bodies[nodeID].m_angVel;
-
- float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
-
- //limit the angular motion
- if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
- {
- fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
- }
- if (fAngle < 0.001f)
- {
- // use Taylor's expansions of sync function
- axis = angvel * (0.5f * timeStep - (timeStep * timeStep * timeStep) * 0.020833333333f * fAngle * fAngle);
- }
- else
- {
- // sync(fAngle) = sin(c*fAngle)/t
- axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
- }
-
- b3Quat dorn;
- dorn.x = axis.x;
- dorn.y = axis.y;
- dorn.z = axis.z;
- dorn.w = b3Cos(fAngle * timeStep * 0.5f);
- b3Quat orn0 = bodies[nodeID].m_quat;
- b3Quat predictedOrn = b3QuatMul(dorn, orn0);
- predictedOrn = b3QuatNormalized(predictedOrn);
- bodies[nodeID].m_quat = predictedOrn;
- }
- //linear velocity
- bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
-
- //apply gravity
- bodies[nodeID].m_linVel += gravityAcceleration * timeStep;
- }
-}
-
-inline void b3IntegrateTransform(__global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
-{
- float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
-
- if ((body->m_invMass != 0.f))
- {
- //angular velocity
- {
- b3Float4 axis;
- //add some hardcoded angular damping
- body->m_angVel.x *= angularDamping;
- body->m_angVel.y *= angularDamping;
- body->m_angVel.z *= angularDamping;
-
- b3Float4 angvel = body->m_angVel;
- float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
- //limit the angular motion
- if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
- {
- fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
- }
- if (fAngle < 0.001f)
- {
- // use Taylor's expansions of sync function
- axis = angvel * (0.5f * timeStep - (timeStep * timeStep * timeStep) * 0.020833333333f * fAngle * fAngle);
- }
- else
- {
- // sync(fAngle) = sin(c*fAngle)/t
- axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
- }
- b3Quat dorn;
- dorn.x = axis.x;
- dorn.y = axis.y;
- dorn.z = axis.z;
- dorn.w = b3Cos(fAngle * timeStep * 0.5f);
- b3Quat orn0 = body->m_quat;
-
- b3Quat predictedOrn = b3QuatMul(dorn, orn0);
- predictedOrn = b3QuatNormalized(predictedOrn);
- body->m_quat = predictedOrn;
- }
-
- //apply gravity
- body->m_linVel += gravityAcceleration * timeStep;
-
- //linear velocity
- body->m_pos += body->m_linVel * timeStep;
- }
-}