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authorRémi Verschelde <rverschelde@gmail.com>2018-01-13 14:01:53 +0100
committerRémi Verschelde <rverschelde@gmail.com>2018-01-13 14:08:45 +0100
commite12c89e8c9896b2e5cdd70dbd2d2acb449ff4b94 (patch)
treeaf68e434545e20c538f896e28b73f2db7d626edd /thirdparty/bullet/Bullet3Dynamics
parent53c65ae7619ac9e80c89a321c70de64f3745e2aa (diff)
bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics')
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3ContactSolverInfo.h159
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp108
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.h35
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.cpp807
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.h550
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3JacobianEntry.h155
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.cpp1815
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.h149
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.cpp209
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h159
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h302
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverConstraint.h80
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.cpp161
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.h483
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp488
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.h67
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h34
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h153
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h15
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h113
20 files changed, 6042 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3ContactSolverInfo.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3ContactSolverInfo.h
new file mode 100644
index 0000000000..7a12257b33
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3ContactSolverInfo.h
@@ -0,0 +1,159 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef B3_CONTACT_SOLVER_INFO
+#define B3_CONTACT_SOLVER_INFO
+
+#include "Bullet3Common/b3Scalar.h"
+
+enum b3SolverMode
+{
+ B3_SOLVER_RANDMIZE_ORDER = 1,
+ B3_SOLVER_FRICTION_SEPARATE = 2,
+ B3_SOLVER_USE_WARMSTARTING = 4,
+ B3_SOLVER_USE_2_FRICTION_DIRECTIONS = 16,
+ B3_SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32,
+ B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
+ B3_SOLVER_CACHE_FRIENDLY = 128,
+ B3_SOLVER_SIMD = 256,
+ B3_SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS = 512,
+ B3_SOLVER_ALLOW_ZERO_LENGTH_FRICTION_DIRECTIONS = 1024
+};
+
+struct b3ContactSolverInfoData
+{
+
+
+ b3Scalar m_tau;
+ b3Scalar m_damping;//global non-contact constraint damping, can be locally overridden by constraints during 'getInfo2'.
+ b3Scalar m_friction;
+ b3Scalar m_timeStep;
+ b3Scalar m_restitution;
+ int m_numIterations;
+ b3Scalar m_maxErrorReduction;
+ b3Scalar m_sor;
+ b3Scalar m_erp;//used as Baumgarte factor
+ b3Scalar m_erp2;//used in Split Impulse
+ b3Scalar m_globalCfm;//constraint force mixing
+ int m_splitImpulse;
+ b3Scalar m_splitImpulsePenetrationThreshold;
+ b3Scalar m_splitImpulseTurnErp;
+ b3Scalar m_linearSlop;
+ b3Scalar m_warmstartingFactor;
+
+ int m_solverMode;
+ int m_restingContactRestitutionThreshold;
+ int m_minimumSolverBatchSize;
+ b3Scalar m_maxGyroscopicForce;
+ b3Scalar m_singleAxisRollingFrictionThreshold;
+
+
+};
+
+struct b3ContactSolverInfo : public b3ContactSolverInfoData
+{
+
+
+
+ inline b3ContactSolverInfo()
+ {
+ m_tau = b3Scalar(0.6);
+ m_damping = b3Scalar(1.0);
+ m_friction = b3Scalar(0.3);
+ m_timeStep = b3Scalar(1.f/60.f);
+ m_restitution = b3Scalar(0.);
+ m_maxErrorReduction = b3Scalar(20.);
+ m_numIterations = 10;
+ m_erp = b3Scalar(0.2);
+ m_erp2 = b3Scalar(0.8);
+ m_globalCfm = b3Scalar(0.);
+ m_sor = b3Scalar(1.);
+ m_splitImpulse = true;
+ m_splitImpulsePenetrationThreshold = -.04f;
+ m_splitImpulseTurnErp = 0.1f;
+ m_linearSlop = b3Scalar(0.0);
+ m_warmstartingFactor=b3Scalar(0.85);
+ //m_solverMode = B3_SOLVER_USE_WARMSTARTING | B3_SOLVER_SIMD | B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION|B3_SOLVER_USE_2_FRICTION_DIRECTIONS|B3_SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;// | B3_SOLVER_RANDMIZE_ORDER;
+ m_solverMode = B3_SOLVER_USE_WARMSTARTING | B3_SOLVER_SIMD;// | B3_SOLVER_RANDMIZE_ORDER;
+ m_restingContactRestitutionThreshold = 2;//unused as of 2.81
+ m_minimumSolverBatchSize = 128; //try to combine islands until the amount of constraints reaches this limit
+ m_maxGyroscopicForce = 100.f; ///only used to clamp forces for bodies that have their B3_ENABLE_GYROPSCOPIC_FORCE flag set (using b3RigidBody::setFlag)
+ m_singleAxisRollingFrictionThreshold = 1e30f;///if the velocity is above this threshold, it will use a single constraint row (axis), otherwise 3 rows.
+ }
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct b3ContactSolverInfoDoubleData
+{
+ double m_tau;
+ double m_damping;//global non-contact constraint damping, can be locally overridden by constraints during 'getInfo2'.
+ double m_friction;
+ double m_timeStep;
+ double m_restitution;
+ double m_maxErrorReduction;
+ double m_sor;
+ double m_erp;//used as Baumgarte factor
+ double m_erp2;//used in Split Impulse
+ double m_globalCfm;//constraint force mixing
+ double m_splitImpulsePenetrationThreshold;
+ double m_splitImpulseTurnErp;
+ double m_linearSlop;
+ double m_warmstartingFactor;
+ double m_maxGyroscopicForce;
+ double m_singleAxisRollingFrictionThreshold;
+
+ int m_numIterations;
+ int m_solverMode;
+ int m_restingContactRestitutionThreshold;
+ int m_minimumSolverBatchSize;
+ int m_splitImpulse;
+ char m_padding[4];
+
+};
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct b3ContactSolverInfoFloatData
+{
+ float m_tau;
+ float m_damping;//global non-contact constraint damping, can be locally overridden by constraints during 'getInfo2'.
+ float m_friction;
+ float m_timeStep;
+
+ float m_restitution;
+ float m_maxErrorReduction;
+ float m_sor;
+ float m_erp;//used as Baumgarte factor
+
+ float m_erp2;//used in Split Impulse
+ float m_globalCfm;//constraint force mixing
+ float m_splitImpulsePenetrationThreshold;
+ float m_splitImpulseTurnErp;
+
+ float m_linearSlop;
+ float m_warmstartingFactor;
+ float m_maxGyroscopicForce;
+ float m_singleAxisRollingFrictionThreshold;
+
+ int m_numIterations;
+ int m_solverMode;
+ int m_restingContactRestitutionThreshold;
+ int m_minimumSolverBatchSize;
+
+ int m_splitImpulse;
+ char m_padding[4];
+};
+
+
+
+#endif //B3_CONTACT_SOLVER_INFO
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp
new file mode 100644
index 0000000000..5e11e74935
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp
@@ -0,0 +1,108 @@
+
+#include "b3FixedConstraint.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+#include "Bullet3Common/b3TransformUtil.h"
+#include <new>
+
+
+b3FixedConstraint::b3FixedConstraint(int rbA,int rbB, const b3Transform& frameInA,const b3Transform& frameInB)
+:b3TypedConstraint(B3_FIXED_CONSTRAINT_TYPE,rbA,rbB)
+{
+ m_pivotInA = frameInA.getOrigin();
+ m_pivotInB = frameInB.getOrigin();
+ m_relTargetAB = frameInA.getRotation()*frameInB.getRotation().inverse();
+
+}
+
+b3FixedConstraint::~b3FixedConstraint ()
+{
+}
+
+
+void b3FixedConstraint::getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies)
+{
+ info->m_numConstraintRows = 6;
+ info->nub = 6;
+}
+
+void b3FixedConstraint::getInfo2 (b3ConstraintInfo2* info, const b3RigidBodyData* bodies)
+{
+ //fix the 3 linear degrees of freedom
+
+ const b3Vector3& worldPosA = bodies[m_rbA].m_pos;
+ const b3Quaternion& worldOrnA = bodies[m_rbA].m_quat;
+ const b3Vector3& worldPosB= bodies[m_rbB].m_pos;
+ const b3Quaternion& worldOrnB = bodies[m_rbB].m_quat;
+
+ info->m_J1linearAxis[0] = 1;
+ info->m_J1linearAxis[info->rowskip+1] = 1;
+ info->m_J1linearAxis[2*info->rowskip+2] = 1;
+
+ b3Vector3 a1 = b3QuatRotate(worldOrnA,m_pivotInA);
+ {
+ b3Vector3* angular0 = (b3Vector3*)(info->m_J1angularAxis);
+ b3Vector3* angular1 = (b3Vector3*)(info->m_J1angularAxis+info->rowskip);
+ b3Vector3* angular2 = (b3Vector3*)(info->m_J1angularAxis+2*info->rowskip);
+ b3Vector3 a1neg = -a1;
+ a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2);
+ }
+
+ if (info->m_J2linearAxis)
+ {
+ info->m_J2linearAxis[0] = -1;
+ info->m_J2linearAxis[info->rowskip+1] = -1;
+ info->m_J2linearAxis[2*info->rowskip+2] = -1;
+ }
+
+ b3Vector3 a2 = b3QuatRotate(worldOrnB,m_pivotInB);
+
+ {
+ // b3Vector3 a2n = -a2;
+ b3Vector3* angular0 = (b3Vector3*)(info->m_J2angularAxis);
+ b3Vector3* angular1 = (b3Vector3*)(info->m_J2angularAxis+info->rowskip);
+ b3Vector3* angular2 = (b3Vector3*)(info->m_J2angularAxis+2*info->rowskip);
+ a2.getSkewSymmetricMatrix(angular0,angular1,angular2);
+ }
+
+ // set right hand side for the linear dofs
+ b3Scalar k = info->fps * info->erp;
+ b3Vector3 linearError = k*(a2+worldPosB-a1-worldPosA);
+ int j;
+ for (j=0; j<3; j++)
+ {
+ info->m_constraintError[j*info->rowskip] = linearError[j];
+ //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]);
+ }
+
+ //fix the 3 angular degrees of freedom
+
+ int start_row = 3;
+ int s = info->rowskip;
+ int start_index = start_row * s;
+
+ // 3 rows to make body rotations equal
+ info->m_J1angularAxis[start_index] = 1;
+ info->m_J1angularAxis[start_index + s + 1] = 1;
+ info->m_J1angularAxis[start_index + s*2+2] = 1;
+ if ( info->m_J2angularAxis)
+ {
+ info->m_J2angularAxis[start_index] = -1;
+ info->m_J2angularAxis[start_index + s+1] = -1;
+ info->m_J2angularAxis[start_index + s*2+2] = -1;
+ }
+
+
+ // set right hand side for the angular dofs
+
+ b3Vector3 diff;
+ b3Scalar angle;
+ b3Quaternion qrelCur = worldOrnA *worldOrnB.inverse();
+
+ b3TransformUtil::calculateDiffAxisAngleQuaternion(m_relTargetAB,qrelCur,diff,angle);
+ diff*=-angle;
+ for (j=0; j<3; j++)
+ {
+ info->m_constraintError[(3+j)*info->rowskip] = k * diff[j];
+ }
+
+} \ No newline at end of file
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.h
new file mode 100644
index 0000000000..e884a82912
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.h
@@ -0,0 +1,35 @@
+
+#ifndef B3_FIXED_CONSTRAINT_H
+#define B3_FIXED_CONSTRAINT_H
+
+#include "b3TypedConstraint.h"
+
+B3_ATTRIBUTE_ALIGNED16(class) b3FixedConstraint : public b3TypedConstraint
+{
+ b3Vector3 m_pivotInA;
+ b3Vector3 m_pivotInB;
+ b3Quaternion m_relTargetAB;
+
+public:
+ b3FixedConstraint(int rbA,int rbB, const b3Transform& frameInA,const b3Transform& frameInB);
+
+ virtual ~b3FixedConstraint();
+
+
+ virtual void getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ virtual void getInfo2 (b3ConstraintInfo2* info, const b3RigidBodyData* bodies);
+
+ virtual void setParam(int num, b3Scalar value, int axis = -1)
+ {
+ b3Assert(0);
+ }
+ virtual b3Scalar getParam(int num, int axis = -1) const
+ {
+ b3Assert(0);
+ return 0.f;
+ }
+
+};
+
+#endif //B3_FIXED_CONSTRAINT_H
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.cpp
new file mode 100644
index 0000000000..168a773d56
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.cpp
@@ -0,0 +1,807 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+/*
+2007-09-09
+Refactored by Francisco Le?n
+email: projectileman@yahoo.com
+http://gimpact.sf.net
+*/
+
+#include "b3Generic6DofConstraint.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+
+#include "Bullet3Common/b3TransformUtil.h"
+#include "Bullet3Common/b3TransformUtil.h"
+#include <new>
+
+
+
+#define D6_USE_OBSOLETE_METHOD false
+#define D6_USE_FRAME_OFFSET true
+
+
+
+
+
+
+b3Generic6DofConstraint::b3Generic6DofConstraint(int rbA,int rbB, const b3Transform& frameInA, const b3Transform& frameInB, bool useLinearReferenceFrameA, const b3RigidBodyData* bodies)
+: b3TypedConstraint(B3_D6_CONSTRAINT_TYPE, rbA, rbB)
+, m_frameInA(frameInA)
+, m_frameInB(frameInB),
+m_useLinearReferenceFrameA(useLinearReferenceFrameA),
+m_useOffsetForConstraintFrame(D6_USE_FRAME_OFFSET),
+m_flags(0)
+{
+ calculateTransforms(bodies);
+}
+
+
+
+
+
+
+#define GENERIC_D6_DISABLE_WARMSTARTING 1
+
+
+
+b3Scalar btGetMatrixElem(const b3Matrix3x3& mat, int index);
+b3Scalar btGetMatrixElem(const b3Matrix3x3& mat, int index)
+{
+ int i = index%3;
+ int j = index/3;
+ return mat[i][j];
+}
+
+
+
+///MatrixToEulerXYZ from http://www.geometrictools.com/LibFoundation/Mathematics/Wm4Matrix3.inl.html
+bool matrixToEulerXYZ(const b3Matrix3x3& mat,b3Vector3& xyz);
+bool matrixToEulerXYZ(const b3Matrix3x3& mat,b3Vector3& xyz)
+{
+ // // rot = cy*cz -cy*sz sy
+ // // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
+ // // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
+ //
+
+ b3Scalar fi = btGetMatrixElem(mat,2);
+ if (fi < b3Scalar(1.0f))
+ {
+ if (fi > b3Scalar(-1.0f))
+ {
+ xyz[0] = b3Atan2(-btGetMatrixElem(mat,5),btGetMatrixElem(mat,8));
+ xyz[1] = b3Asin(btGetMatrixElem(mat,2));
+ xyz[2] = b3Atan2(-btGetMatrixElem(mat,1),btGetMatrixElem(mat,0));
+ return true;
+ }
+ else
+ {
+ // WARNING. Not unique. XA - ZA = -atan2(r10,r11)
+ xyz[0] = -b3Atan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4));
+ xyz[1] = -B3_HALF_PI;
+ xyz[2] = b3Scalar(0.0);
+ return false;
+ }
+ }
+ else
+ {
+ // WARNING. Not unique. XAngle + ZAngle = atan2(r10,r11)
+ xyz[0] = b3Atan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4));
+ xyz[1] = B3_HALF_PI;
+ xyz[2] = 0.0;
+ }
+ return false;
+}
+
+//////////////////////////// b3RotationalLimitMotor ////////////////////////////////////
+
+int b3RotationalLimitMotor::testLimitValue(b3Scalar test_value)
+{
+ if(m_loLimit>m_hiLimit)
+ {
+ m_currentLimit = 0;//Free from violation
+ return 0;
+ }
+ if (test_value < m_loLimit)
+ {
+ m_currentLimit = 1;//low limit violation
+ m_currentLimitError = test_value - m_loLimit;
+ if(m_currentLimitError>B3_PI)
+ m_currentLimitError-=B3_2_PI;
+ else if(m_currentLimitError<-B3_PI)
+ m_currentLimitError+=B3_2_PI;
+ return 1;
+ }
+ else if (test_value> m_hiLimit)
+ {
+ m_currentLimit = 2;//High limit violation
+ m_currentLimitError = test_value - m_hiLimit;
+ if(m_currentLimitError>B3_PI)
+ m_currentLimitError-=B3_2_PI;
+ else if(m_currentLimitError<-B3_PI)
+ m_currentLimitError+=B3_2_PI;
+ return 2;
+ };
+
+ m_currentLimit = 0;//Free from violation
+ return 0;
+
+}
+
+
+
+
+//////////////////////////// End b3RotationalLimitMotor ////////////////////////////////////
+
+
+
+
+//////////////////////////// b3TranslationalLimitMotor ////////////////////////////////////
+
+
+int b3TranslationalLimitMotor::testLimitValue(int limitIndex, b3Scalar test_value)
+{
+ b3Scalar loLimit = m_lowerLimit[limitIndex];
+ b3Scalar hiLimit = m_upperLimit[limitIndex];
+ if(loLimit > hiLimit)
+ {
+ m_currentLimit[limitIndex] = 0;//Free from violation
+ m_currentLimitError[limitIndex] = b3Scalar(0.f);
+ return 0;
+ }
+
+ if (test_value < loLimit)
+ {
+ m_currentLimit[limitIndex] = 2;//low limit violation
+ m_currentLimitError[limitIndex] = test_value - loLimit;
+ return 2;
+ }
+ else if (test_value> hiLimit)
+ {
+ m_currentLimit[limitIndex] = 1;//High limit violation
+ m_currentLimitError[limitIndex] = test_value - hiLimit;
+ return 1;
+ };
+
+ m_currentLimit[limitIndex] = 0;//Free from violation
+ m_currentLimitError[limitIndex] = b3Scalar(0.f);
+ return 0;
+}
+
+
+
+//////////////////////////// b3TranslationalLimitMotor ////////////////////////////////////
+
+void b3Generic6DofConstraint::calculateAngleInfo()
+{
+ b3Matrix3x3 relative_frame = m_calculatedTransformA.getBasis().inverse()*m_calculatedTransformB.getBasis();
+ matrixToEulerXYZ(relative_frame,m_calculatedAxisAngleDiff);
+ // in euler angle mode we do not actually constrain the angular velocity
+ // along the axes axis[0] and axis[2] (although we do use axis[1]) :
+ //
+ // to get constrain w2-w1 along ...not
+ // ------ --------------------- ------
+ // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0]
+ // d(angle[1])/dt = 0 ax[1]
+ // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2]
+ //
+ // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0.
+ // to prove the result for angle[0], write the expression for angle[0] from
+ // GetInfo1 then take the derivative. to prove this for angle[2] it is
+ // easier to take the euler rate expression for d(angle[2])/dt with respect
+ // to the components of w and set that to 0.
+ b3Vector3 axis0 = m_calculatedTransformB.getBasis().getColumn(0);
+ b3Vector3 axis2 = m_calculatedTransformA.getBasis().getColumn(2);
+
+ m_calculatedAxis[1] = axis2.cross(axis0);
+ m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2);
+ m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]);
+
+ m_calculatedAxis[0].normalize();
+ m_calculatedAxis[1].normalize();
+ m_calculatedAxis[2].normalize();
+
+}
+
+static b3Transform getCenterOfMassTransform(const b3RigidBodyData& body)
+{
+ b3Transform tr(body.m_quat,body.m_pos);
+ return tr;
+}
+
+void b3Generic6DofConstraint::calculateTransforms(const b3RigidBodyData* bodies)
+{
+ b3Transform transA;
+ b3Transform transB;
+ transA = getCenterOfMassTransform(bodies[m_rbA]);
+ transB = getCenterOfMassTransform(bodies[m_rbB]);
+ calculateTransforms(transA,transB,bodies);
+}
+
+void b3Generic6DofConstraint::calculateTransforms(const b3Transform& transA,const b3Transform& transB,const b3RigidBodyData* bodies)
+{
+ m_calculatedTransformA = transA * m_frameInA;
+ m_calculatedTransformB = transB * m_frameInB;
+ calculateLinearInfo();
+ calculateAngleInfo();
+ if(m_useOffsetForConstraintFrame)
+ { // get weight factors depending on masses
+ b3Scalar miA = bodies[m_rbA].m_invMass;
+ b3Scalar miB = bodies[m_rbB].m_invMass;
+ m_hasStaticBody = (miA < B3_EPSILON) || (miB < B3_EPSILON);
+ b3Scalar miS = miA + miB;
+ if(miS > b3Scalar(0.f))
+ {
+ m_factA = miB / miS;
+ }
+ else
+ {
+ m_factA = b3Scalar(0.5f);
+ }
+ m_factB = b3Scalar(1.0f) - m_factA;
+ }
+}
+
+
+
+
+
+
+
+bool b3Generic6DofConstraint::testAngularLimitMotor(int axis_index)
+{
+ b3Scalar angle = m_calculatedAxisAngleDiff[axis_index];
+ angle = b3AdjustAngleToLimits(angle, m_angularLimits[axis_index].m_loLimit, m_angularLimits[axis_index].m_hiLimit);
+ m_angularLimits[axis_index].m_currentPosition = angle;
+ //test limits
+ m_angularLimits[axis_index].testLimitValue(angle);
+ return m_angularLimits[axis_index].needApplyTorques();
+}
+
+
+
+
+void b3Generic6DofConstraint::getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies)
+{
+ //prepare constraint
+ calculateTransforms(getCenterOfMassTransform(bodies[m_rbA]),getCenterOfMassTransform(bodies[m_rbB]),bodies);
+ info->m_numConstraintRows = 0;
+ info->nub = 6;
+ int i;
+ //test linear limits
+ for(i = 0; i < 3; i++)
+ {
+ if(m_linearLimits.needApplyForce(i))
+ {
+ info->m_numConstraintRows++;
+ info->nub--;
+ }
+ }
+ //test angular limits
+ for (i=0;i<3 ;i++ )
+ {
+ if(testAngularLimitMotor(i))
+ {
+ info->m_numConstraintRows++;
+ info->nub--;
+ }
+ }
+// printf("info->m_numConstraintRows=%d\n",info->m_numConstraintRows);
+}
+
+void b3Generic6DofConstraint::getInfo1NonVirtual (b3ConstraintInfo1* info,const b3RigidBodyData* bodies)
+{
+ //pre-allocate all 6
+ info->m_numConstraintRows = 6;
+ info->nub = 0;
+}
+
+
+void b3Generic6DofConstraint::getInfo2 (b3ConstraintInfo2* info,const b3RigidBodyData* bodies)
+{
+
+ b3Transform transA = getCenterOfMassTransform(bodies[m_rbA]);
+ b3Transform transB = getCenterOfMassTransform(bodies[m_rbB]);
+ const b3Vector3& linVelA = bodies[m_rbA].m_linVel;
+ const b3Vector3& linVelB = bodies[m_rbB].m_linVel;
+ const b3Vector3& angVelA = bodies[m_rbA].m_angVel;
+ const b3Vector3& angVelB = bodies[m_rbB].m_angVel;
+
+ if(m_useOffsetForConstraintFrame)
+ { // for stability better to solve angular limits first
+ int row = setAngularLimits(info, 0,transA,transB,linVelA,linVelB,angVelA,angVelB);
+ setLinearLimits(info, row, transA,transB,linVelA,linVelB,angVelA,angVelB);
+ }
+ else
+ { // leave old version for compatibility
+ int row = setLinearLimits(info, 0, transA,transB,linVelA,linVelB,angVelA,angVelB);
+ setAngularLimits(info, row,transA,transB,linVelA,linVelB,angVelA,angVelB);
+ }
+
+}
+
+
+void b3Generic6DofConstraint::getInfo2NonVirtual (b3ConstraintInfo2* info, const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB,const b3RigidBodyData* bodies)
+{
+
+ //prepare constraint
+ calculateTransforms(transA,transB,bodies);
+
+ int i;
+ for (i=0;i<3 ;i++ )
+ {
+ testAngularLimitMotor(i);
+ }
+
+ if(m_useOffsetForConstraintFrame)
+ { // for stability better to solve angular limits first
+ int row = setAngularLimits(info, 0,transA,transB,linVelA,linVelB,angVelA,angVelB);
+ setLinearLimits(info, row, transA,transB,linVelA,linVelB,angVelA,angVelB);
+ }
+ else
+ { // leave old version for compatibility
+ int row = setLinearLimits(info, 0, transA,transB,linVelA,linVelB,angVelA,angVelB);
+ setAngularLimits(info, row,transA,transB,linVelA,linVelB,angVelA,angVelB);
+ }
+}
+
+
+
+int b3Generic6DofConstraint::setLinearLimits(b3ConstraintInfo2* info, int row, const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB)
+{
+// int row = 0;
+ //solve linear limits
+ b3RotationalLimitMotor limot;
+ for (int i=0;i<3 ;i++ )
+ {
+ if(m_linearLimits.needApplyForce(i))
+ { // re-use rotational motor code
+ limot.m_bounce = b3Scalar(0.f);
+ limot.m_currentLimit = m_linearLimits.m_currentLimit[i];
+ limot.m_currentPosition = m_linearLimits.m_currentLinearDiff[i];
+ limot.m_currentLimitError = m_linearLimits.m_currentLimitError[i];
+ limot.m_damping = m_linearLimits.m_damping;
+ limot.m_enableMotor = m_linearLimits.m_enableMotor[i];
+ limot.m_hiLimit = m_linearLimits.m_upperLimit[i];
+ limot.m_limitSoftness = m_linearLimits.m_limitSoftness;
+ limot.m_loLimit = m_linearLimits.m_lowerLimit[i];
+ limot.m_maxLimitForce = b3Scalar(0.f);
+ limot.m_maxMotorForce = m_linearLimits.m_maxMotorForce[i];
+ limot.m_targetVelocity = m_linearLimits.m_targetVelocity[i];
+ b3Vector3 axis = m_calculatedTransformA.getBasis().getColumn(i);
+ int flags = m_flags >> (i * B3_6DOF_FLAGS_AXIS_SHIFT);
+ limot.m_normalCFM = (flags & B3_6DOF_FLAGS_CFM_NORM) ? m_linearLimits.m_normalCFM[i] : info->cfm[0];
+ limot.m_stopCFM = (flags & B3_6DOF_FLAGS_CFM_STOP) ? m_linearLimits.m_stopCFM[i] : info->cfm[0];
+ limot.m_stopERP = (flags & B3_6DOF_FLAGS_ERP_STOP) ? m_linearLimits.m_stopERP[i] : info->erp;
+ if(m_useOffsetForConstraintFrame)
+ {
+ int indx1 = (i + 1) % 3;
+ int indx2 = (i + 2) % 3;
+ int rotAllowed = 1; // rotations around orthos to current axis
+ if(m_angularLimits[indx1].m_currentLimit && m_angularLimits[indx2].m_currentLimit)
+ {
+ rotAllowed = 0;
+ }
+ row += get_limit_motor_info2(&limot, transA,transB,linVelA,linVelB,angVelA,angVelB, info, row, axis, 0, rotAllowed);
+ }
+ else
+ {
+ row += get_limit_motor_info2(&limot, transA,transB,linVelA,linVelB,angVelA,angVelB, info, row, axis, 0);
+ }
+ }
+ }
+ return row;
+}
+
+
+
+int b3Generic6DofConstraint::setAngularLimits(b3ConstraintInfo2 *info, int row_offset, const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB)
+{
+ b3Generic6DofConstraint * d6constraint = this;
+ int row = row_offset;
+ //solve angular limits
+ for (int i=0;i<3 ;i++ )
+ {
+ if(d6constraint->getRotationalLimitMotor(i)->needApplyTorques())
+ {
+ b3Vector3 axis = d6constraint->getAxis(i);
+ int flags = m_flags >> ((i + 3) * B3_6DOF_FLAGS_AXIS_SHIFT);
+ if(!(flags & B3_6DOF_FLAGS_CFM_NORM))
+ {
+ m_angularLimits[i].m_normalCFM = info->cfm[0];
+ }
+ if(!(flags & B3_6DOF_FLAGS_CFM_STOP))
+ {
+ m_angularLimits[i].m_stopCFM = info->cfm[0];
+ }
+ if(!(flags & B3_6DOF_FLAGS_ERP_STOP))
+ {
+ m_angularLimits[i].m_stopERP = info->erp;
+ }
+ row += get_limit_motor_info2(d6constraint->getRotationalLimitMotor(i),
+ transA,transB,linVelA,linVelB,angVelA,angVelB, info,row,axis,1);
+ }
+ }
+
+ return row;
+}
+
+
+
+
+void b3Generic6DofConstraint::updateRHS(b3Scalar timeStep)
+{
+ (void)timeStep;
+
+}
+
+
+void b3Generic6DofConstraint::setFrames(const b3Transform& frameA, const b3Transform& frameB,const b3RigidBodyData* bodies)
+{
+ m_frameInA = frameA;
+ m_frameInB = frameB;
+
+ calculateTransforms(bodies);
+}
+
+
+
+b3Vector3 b3Generic6DofConstraint::getAxis(int axis_index) const
+{
+ return m_calculatedAxis[axis_index];
+}
+
+
+b3Scalar b3Generic6DofConstraint::getRelativePivotPosition(int axisIndex) const
+{
+ return m_calculatedLinearDiff[axisIndex];
+}
+
+
+b3Scalar b3Generic6DofConstraint::getAngle(int axisIndex) const
+{
+ return m_calculatedAxisAngleDiff[axisIndex];
+}
+
+
+
+void b3Generic6DofConstraint::calcAnchorPos(const b3RigidBodyData* bodies)
+{
+ b3Scalar imA = bodies[m_rbA].m_invMass;
+ b3Scalar imB = bodies[m_rbB].m_invMass;
+ b3Scalar weight;
+ if(imB == b3Scalar(0.0))
+ {
+ weight = b3Scalar(1.0);
+ }
+ else
+ {
+ weight = imA / (imA + imB);
+ }
+ const b3Vector3& pA = m_calculatedTransformA.getOrigin();
+ const b3Vector3& pB = m_calculatedTransformB.getOrigin();
+ m_AnchorPos = pA * weight + pB * (b3Scalar(1.0) - weight);
+ return;
+}
+
+
+
+void b3Generic6DofConstraint::calculateLinearInfo()
+{
+ m_calculatedLinearDiff = m_calculatedTransformB.getOrigin() - m_calculatedTransformA.getOrigin();
+ m_calculatedLinearDiff = m_calculatedTransformA.getBasis().inverse() * m_calculatedLinearDiff;
+ for(int i = 0; i < 3; i++)
+ {
+ m_linearLimits.m_currentLinearDiff[i] = m_calculatedLinearDiff[i];
+ m_linearLimits.testLimitValue(i, m_calculatedLinearDiff[i]);
+ }
+}
+
+
+
+int b3Generic6DofConstraint::get_limit_motor_info2(
+ b3RotationalLimitMotor * limot,
+ const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB,
+ b3ConstraintInfo2 *info, int row, b3Vector3& ax1, int rotational,int rotAllowed)
+{
+ int srow = row * info->rowskip;
+ bool powered = limot->m_enableMotor;
+ int limit = limot->m_currentLimit;
+ if (powered || limit)
+ { // if the joint is powered, or has joint limits, add in the extra row
+ b3Scalar *J1 = rotational ? info->m_J1angularAxis : info->m_J1linearAxis;
+ b3Scalar *J2 = rotational ? info->m_J2angularAxis : info->m_J2linearAxis;
+ if (J1)
+ {
+ J1[srow+0] = ax1[0];
+ J1[srow+1] = ax1[1];
+ J1[srow+2] = ax1[2];
+ }
+ if (J2)
+ {
+ J2[srow+0] = -ax1[0];
+ J2[srow+1] = -ax1[1];
+ J2[srow+2] = -ax1[2];
+ }
+ if((!rotational))
+ {
+ if (m_useOffsetForConstraintFrame)
+ {
+ b3Vector3 tmpA, tmpB, relA, relB;
+ // get vector from bodyB to frameB in WCS
+ relB = m_calculatedTransformB.getOrigin() - transB.getOrigin();
+ // get its projection to constraint axis
+ b3Vector3 projB = ax1 * relB.dot(ax1);
+ // get vector directed from bodyB to constraint axis (and orthogonal to it)
+ b3Vector3 orthoB = relB - projB;
+ // same for bodyA
+ relA = m_calculatedTransformA.getOrigin() - transA.getOrigin();
+ b3Vector3 projA = ax1 * relA.dot(ax1);
+ b3Vector3 orthoA = relA - projA;
+ // get desired offset between frames A and B along constraint axis
+ b3Scalar desiredOffs = limot->m_currentPosition - limot->m_currentLimitError;
+ // desired vector from projection of center of bodyA to projection of center of bodyB to constraint axis
+ b3Vector3 totalDist = projA + ax1 * desiredOffs - projB;
+ // get offset vectors relA and relB
+ relA = orthoA + totalDist * m_factA;
+ relB = orthoB - totalDist * m_factB;
+ tmpA = relA.cross(ax1);
+ tmpB = relB.cross(ax1);
+ if(m_hasStaticBody && (!rotAllowed))
+ {
+ tmpA *= m_factA;
+ tmpB *= m_factB;
+ }
+ int i;
+ for (i=0; i<3; i++) info->m_J1angularAxis[srow+i] = tmpA[i];
+ for (i=0; i<3; i++) info->m_J2angularAxis[srow+i] = -tmpB[i];
+ } else
+ {
+ b3Vector3 ltd; // Linear Torque Decoupling vector
+ b3Vector3 c = m_calculatedTransformB.getOrigin() - transA.getOrigin();
+ ltd = c.cross(ax1);
+ info->m_J1angularAxis[srow+0] = ltd[0];
+ info->m_J1angularAxis[srow+1] = ltd[1];
+ info->m_J1angularAxis[srow+2] = ltd[2];
+
+ c = m_calculatedTransformB.getOrigin() - transB.getOrigin();
+ ltd = -c.cross(ax1);
+ info->m_J2angularAxis[srow+0] = ltd[0];
+ info->m_J2angularAxis[srow+1] = ltd[1];
+ info->m_J2angularAxis[srow+2] = ltd[2];
+ }
+ }
+ // if we're limited low and high simultaneously, the joint motor is
+ // ineffective
+ if (limit && (limot->m_loLimit == limot->m_hiLimit)) powered = false;
+ info->m_constraintError[srow] = b3Scalar(0.f);
+ if (powered)
+ {
+ info->cfm[srow] = limot->m_normalCFM;
+ if(!limit)
+ {
+ b3Scalar tag_vel = rotational ? limot->m_targetVelocity : -limot->m_targetVelocity;
+
+ b3Scalar mot_fact = getMotorFactor( limot->m_currentPosition,
+ limot->m_loLimit,
+ limot->m_hiLimit,
+ tag_vel,
+ info->fps * limot->m_stopERP);
+ info->m_constraintError[srow] += mot_fact * limot->m_targetVelocity;
+ info->m_lowerLimit[srow] = -limot->m_maxMotorForce;
+ info->m_upperLimit[srow] = limot->m_maxMotorForce;
+ }
+ }
+ if(limit)
+ {
+ b3Scalar k = info->fps * limot->m_stopERP;
+ if(!rotational)
+ {
+ info->m_constraintError[srow] += k * limot->m_currentLimitError;
+ }
+ else
+ {
+ info->m_constraintError[srow] += -k * limot->m_currentLimitError;
+ }
+ info->cfm[srow] = limot->m_stopCFM;
+ if (limot->m_loLimit == limot->m_hiLimit)
+ { // limited low and high simultaneously
+ info->m_lowerLimit[srow] = -B3_INFINITY;
+ info->m_upperLimit[srow] = B3_INFINITY;
+ }
+ else
+ {
+ if (limit == 1)
+ {
+ info->m_lowerLimit[srow] = 0;
+ info->m_upperLimit[srow] = B3_INFINITY;
+ }
+ else
+ {
+ info->m_lowerLimit[srow] = -B3_INFINITY;
+ info->m_upperLimit[srow] = 0;
+ }
+ // deal with bounce
+ if (limot->m_bounce > 0)
+ {
+ // calculate joint velocity
+ b3Scalar vel;
+ if (rotational)
+ {
+ vel = angVelA.dot(ax1);
+//make sure that if no body -> angVelB == zero vec
+// if (body1)
+ vel -= angVelB.dot(ax1);
+ }
+ else
+ {
+ vel = linVelA.dot(ax1);
+//make sure that if no body -> angVelB == zero vec
+// if (body1)
+ vel -= linVelB.dot(ax1);
+ }
+ // only apply bounce if the velocity is incoming, and if the
+ // resulting c[] exceeds what we already have.
+ if (limit == 1)
+ {
+ if (vel < 0)
+ {
+ b3Scalar newc = -limot->m_bounce* vel;
+ if (newc > info->m_constraintError[srow])
+ info->m_constraintError[srow] = newc;
+ }
+ }
+ else
+ {
+ if (vel > 0)
+ {
+ b3Scalar newc = -limot->m_bounce * vel;
+ if (newc < info->m_constraintError[srow])
+ info->m_constraintError[srow] = newc;
+ }
+ }
+ }
+ }
+ }
+ return 1;
+ }
+ else return 0;
+}
+
+
+
+
+
+
+ ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
+ ///If no axis is provided, it uses the default axis for this constraint.
+void b3Generic6DofConstraint::setParam(int num, b3Scalar value, int axis)
+{
+ if((axis >= 0) && (axis < 3))
+ {
+ switch(num)
+ {
+ case B3_CONSTRAINT_STOP_ERP :
+ m_linearLimits.m_stopERP[axis] = value;
+ m_flags |= B3_6DOF_FLAGS_ERP_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT);
+ break;
+ case B3_CONSTRAINT_STOP_CFM :
+ m_linearLimits.m_stopCFM[axis] = value;
+ m_flags |= B3_6DOF_FLAGS_CFM_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT);
+ break;
+ case B3_CONSTRAINT_CFM :
+ m_linearLimits.m_normalCFM[axis] = value;
+ m_flags |= B3_6DOF_FLAGS_CFM_NORM << (axis * B3_6DOF_FLAGS_AXIS_SHIFT);
+ break;
+ default :
+ b3AssertConstrParams(0);
+ }
+ }
+ else if((axis >=3) && (axis < 6))
+ {
+ switch(num)
+ {
+ case B3_CONSTRAINT_STOP_ERP :
+ m_angularLimits[axis - 3].m_stopERP = value;
+ m_flags |= B3_6DOF_FLAGS_ERP_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT);
+ break;
+ case B3_CONSTRAINT_STOP_CFM :
+ m_angularLimits[axis - 3].m_stopCFM = value;
+ m_flags |= B3_6DOF_FLAGS_CFM_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT);
+ break;
+ case B3_CONSTRAINT_CFM :
+ m_angularLimits[axis - 3].m_normalCFM = value;
+ m_flags |= B3_6DOF_FLAGS_CFM_NORM << (axis * B3_6DOF_FLAGS_AXIS_SHIFT);
+ break;
+ default :
+ b3AssertConstrParams(0);
+ }
+ }
+ else
+ {
+ b3AssertConstrParams(0);
+ }
+}
+
+ ///return the local value of parameter
+b3Scalar b3Generic6DofConstraint::getParam(int num, int axis) const
+{
+ b3Scalar retVal = 0;
+ if((axis >= 0) && (axis < 3))
+ {
+ switch(num)
+ {
+ case B3_CONSTRAINT_STOP_ERP :
+ b3AssertConstrParams(m_flags & (B3_6DOF_FLAGS_ERP_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT)));
+ retVal = m_linearLimits.m_stopERP[axis];
+ break;
+ case B3_CONSTRAINT_STOP_CFM :
+ b3AssertConstrParams(m_flags & (B3_6DOF_FLAGS_CFM_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT)));
+ retVal = m_linearLimits.m_stopCFM[axis];
+ break;
+ case B3_CONSTRAINT_CFM :
+ b3AssertConstrParams(m_flags & (B3_6DOF_FLAGS_CFM_NORM << (axis * B3_6DOF_FLAGS_AXIS_SHIFT)));
+ retVal = m_linearLimits.m_normalCFM[axis];
+ break;
+ default :
+ b3AssertConstrParams(0);
+ }
+ }
+ else if((axis >=3) && (axis < 6))
+ {
+ switch(num)
+ {
+ case B3_CONSTRAINT_STOP_ERP :
+ b3AssertConstrParams(m_flags & (B3_6DOF_FLAGS_ERP_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT)));
+ retVal = m_angularLimits[axis - 3].m_stopERP;
+ break;
+ case B3_CONSTRAINT_STOP_CFM :
+ b3AssertConstrParams(m_flags & (B3_6DOF_FLAGS_CFM_STOP << (axis * B3_6DOF_FLAGS_AXIS_SHIFT)));
+ retVal = m_angularLimits[axis - 3].m_stopCFM;
+ break;
+ case B3_CONSTRAINT_CFM :
+ b3AssertConstrParams(m_flags & (B3_6DOF_FLAGS_CFM_NORM << (axis * B3_6DOF_FLAGS_AXIS_SHIFT)));
+ retVal = m_angularLimits[axis - 3].m_normalCFM;
+ break;
+ default :
+ b3AssertConstrParams(0);
+ }
+ }
+ else
+ {
+ b3AssertConstrParams(0);
+ }
+ return retVal;
+}
+
+
+
+void b3Generic6DofConstraint::setAxis(const b3Vector3& axis1,const b3Vector3& axis2, const b3RigidBodyData* bodies)
+{
+ b3Vector3 zAxis = axis1.normalized();
+ b3Vector3 yAxis = axis2.normalized();
+ b3Vector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
+
+ b3Transform frameInW;
+ frameInW.setIdentity();
+ frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0],
+ xAxis[1], yAxis[1], zAxis[1],
+ xAxis[2], yAxis[2], zAxis[2]);
+
+ // now get constraint frame in local coordinate systems
+ m_frameInA = getCenterOfMassTransform(bodies[m_rbA]).inverse() * frameInW;
+ m_frameInB = getCenterOfMassTransform(bodies[m_rbB]).inverse() * frameInW;
+
+ calculateTransforms(bodies);
+}
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.h
new file mode 100644
index 0000000000..084d36055c
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Generic6DofConstraint.h
@@ -0,0 +1,550 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+/// 2009 March: b3Generic6DofConstraint refactored by Roman Ponomarev
+/// Added support for generic constraint solver through getInfo1/getInfo2 methods
+
+/*
+2007-09-09
+b3Generic6DofConstraint Refactored by Francisco Le?n
+email: projectileman@yahoo.com
+http://gimpact.sf.net
+*/
+
+
+#ifndef B3_GENERIC_6DOF_CONSTRAINT_H
+#define B3_GENERIC_6DOF_CONSTRAINT_H
+
+#include "Bullet3Common/b3Vector3.h"
+#include "b3JacobianEntry.h"
+#include "b3TypedConstraint.h"
+
+struct b3RigidBodyData;
+
+
+
+
+//! Rotation Limit structure for generic joints
+class b3RotationalLimitMotor
+{
+public:
+ //! limit_parameters
+ //!@{
+ b3Scalar m_loLimit;//!< joint limit
+ b3Scalar m_hiLimit;//!< joint limit
+ b3Scalar m_targetVelocity;//!< target motor velocity
+ b3Scalar m_maxMotorForce;//!< max force on motor
+ b3Scalar m_maxLimitForce;//!< max force on limit
+ b3Scalar m_damping;//!< Damping.
+ b3Scalar m_limitSoftness;//! Relaxation factor
+ b3Scalar m_normalCFM;//!< Constraint force mixing factor
+ b3Scalar m_stopERP;//!< Error tolerance factor when joint is at limit
+ b3Scalar m_stopCFM;//!< Constraint force mixing factor when joint is at limit
+ b3Scalar m_bounce;//!< restitution factor
+ bool m_enableMotor;
+
+ //!@}
+
+ //! temp_variables
+ //!@{
+ b3Scalar m_currentLimitError;//! How much is violated this limit
+ b3Scalar m_currentPosition; //! current value of angle
+ int m_currentLimit;//!< 0=free, 1=at lo limit, 2=at hi limit
+ b3Scalar m_accumulatedImpulse;
+ //!@}
+
+ b3RotationalLimitMotor()
+ {
+ m_accumulatedImpulse = 0.f;
+ m_targetVelocity = 0;
+ m_maxMotorForce = 0.1f;
+ m_maxLimitForce = 300.0f;
+ m_loLimit = 1.0f;
+ m_hiLimit = -1.0f;
+ m_normalCFM = 0.f;
+ m_stopERP = 0.2f;
+ m_stopCFM = 0.f;
+ m_bounce = 0.0f;
+ m_damping = 1.0f;
+ m_limitSoftness = 0.5f;
+ m_currentLimit = 0;
+ m_currentLimitError = 0;
+ m_enableMotor = false;
+ }
+
+ b3RotationalLimitMotor(const b3RotationalLimitMotor & limot)
+ {
+ m_targetVelocity = limot.m_targetVelocity;
+ m_maxMotorForce = limot.m_maxMotorForce;
+ m_limitSoftness = limot.m_limitSoftness;
+ m_loLimit = limot.m_loLimit;
+ m_hiLimit = limot.m_hiLimit;
+ m_normalCFM = limot.m_normalCFM;
+ m_stopERP = limot.m_stopERP;
+ m_stopCFM = limot.m_stopCFM;
+ m_bounce = limot.m_bounce;
+ m_currentLimit = limot.m_currentLimit;
+ m_currentLimitError = limot.m_currentLimitError;
+ m_enableMotor = limot.m_enableMotor;
+ }
+
+
+
+ //! Is limited
+ bool isLimited()
+ {
+ if(m_loLimit > m_hiLimit) return false;
+ return true;
+ }
+
+ //! Need apply correction
+ bool needApplyTorques()
+ {
+ if(m_currentLimit == 0 && m_enableMotor == false) return false;
+ return true;
+ }
+
+ //! calculates error
+ /*!
+ calculates m_currentLimit and m_currentLimitError.
+ */
+ int testLimitValue(b3Scalar test_value);
+
+ //! apply the correction impulses for two bodies
+ b3Scalar solveAngularLimits(b3Scalar timeStep,b3Vector3& axis, b3Scalar jacDiagABInv,b3RigidBodyData * body0, b3RigidBodyData * body1);
+
+};
+
+
+
+class b3TranslationalLimitMotor
+{
+public:
+ b3Vector3 m_lowerLimit;//!< the constraint lower limits
+ b3Vector3 m_upperLimit;//!< the constraint upper limits
+ b3Vector3 m_accumulatedImpulse;
+ //! Linear_Limit_parameters
+ //!@{
+ b3Vector3 m_normalCFM;//!< Constraint force mixing factor
+ b3Vector3 m_stopERP;//!< Error tolerance factor when joint is at limit
+ b3Vector3 m_stopCFM;//!< Constraint force mixing factor when joint is at limit
+ b3Vector3 m_targetVelocity;//!< target motor velocity
+ b3Vector3 m_maxMotorForce;//!< max force on motor
+ b3Vector3 m_currentLimitError;//! How much is violated this limit
+ b3Vector3 m_currentLinearDiff;//! Current relative offset of constraint frames
+ b3Scalar m_limitSoftness;//!< Softness for linear limit
+ b3Scalar m_damping;//!< Damping for linear limit
+ b3Scalar m_restitution;//! Bounce parameter for linear limit
+ //!@}
+ bool m_enableMotor[3];
+ int m_currentLimit[3];//!< 0=free, 1=at lower limit, 2=at upper limit
+
+ b3TranslationalLimitMotor()
+ {
+ m_lowerLimit.setValue(0.f,0.f,0.f);
+ m_upperLimit.setValue(0.f,0.f,0.f);
+ m_accumulatedImpulse.setValue(0.f,0.f,0.f);
+ m_normalCFM.setValue(0.f, 0.f, 0.f);
+ m_stopERP.setValue(0.2f, 0.2f, 0.2f);
+ m_stopCFM.setValue(0.f, 0.f, 0.f);
+
+ m_limitSoftness = 0.7f;
+ m_damping = b3Scalar(1.0f);
+ m_restitution = b3Scalar(0.5f);
+ for(int i=0; i < 3; i++)
+ {
+ m_enableMotor[i] = false;
+ m_targetVelocity[i] = b3Scalar(0.f);
+ m_maxMotorForce[i] = b3Scalar(0.f);
+ }
+ }
+
+ b3TranslationalLimitMotor(const b3TranslationalLimitMotor & other )
+ {
+ m_lowerLimit = other.m_lowerLimit;
+ m_upperLimit = other.m_upperLimit;
+ m_accumulatedImpulse = other.m_accumulatedImpulse;
+
+ m_limitSoftness = other.m_limitSoftness ;
+ m_damping = other.m_damping;
+ m_restitution = other.m_restitution;
+ m_normalCFM = other.m_normalCFM;
+ m_stopERP = other.m_stopERP;
+ m_stopCFM = other.m_stopCFM;
+
+ for(int i=0; i < 3; i++)
+ {
+ m_enableMotor[i] = other.m_enableMotor[i];
+ m_targetVelocity[i] = other.m_targetVelocity[i];
+ m_maxMotorForce[i] = other.m_maxMotorForce[i];
+ }
+ }
+
+ //! Test limit
+ /*!
+ - free means upper < lower,
+ - locked means upper == lower
+ - limited means upper > lower
+ - limitIndex: first 3 are linear, next 3 are angular
+ */
+ inline bool isLimited(int limitIndex)
+ {
+ return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]);
+ }
+ inline bool needApplyForce(int limitIndex)
+ {
+ if(m_currentLimit[limitIndex] == 0 && m_enableMotor[limitIndex] == false) return false;
+ return true;
+ }
+ int testLimitValue(int limitIndex, b3Scalar test_value);
+
+
+ b3Scalar solveLinearAxis(
+ b3Scalar timeStep,
+ b3Scalar jacDiagABInv,
+ b3RigidBodyData& body1,const b3Vector3 &pointInA,
+ b3RigidBodyData& body2,const b3Vector3 &pointInB,
+ int limit_index,
+ const b3Vector3 & axis_normal_on_a,
+ const b3Vector3 & anchorPos);
+
+
+};
+
+enum b36DofFlags
+{
+ B3_6DOF_FLAGS_CFM_NORM = 1,
+ B3_6DOF_FLAGS_CFM_STOP = 2,
+ B3_6DOF_FLAGS_ERP_STOP = 4
+};
+#define B3_6DOF_FLAGS_AXIS_SHIFT 3 // bits per axis
+
+
+/// b3Generic6DofConstraint between two rigidbodies each with a pivotpoint that descibes the axis location in local space
+/*!
+b3Generic6DofConstraint can leave any of the 6 degree of freedom 'free' or 'locked'.
+currently this limit supports rotational motors<br>
+<ul>
+<li> For Linear limits, use b3Generic6DofConstraint.setLinearUpperLimit, b3Generic6DofConstraint.setLinearLowerLimit. You can set the parameters with the b3TranslationalLimitMotor structure accsesible through the b3Generic6DofConstraint.getTranslationalLimitMotor method.
+At this moment translational motors are not supported. May be in the future. </li>
+
+<li> For Angular limits, use the b3RotationalLimitMotor structure for configuring the limit.
+This is accessible through b3Generic6DofConstraint.getLimitMotor method,
+This brings support for limit parameters and motors. </li>
+
+<li> Angulars limits have these possible ranges:
+<table border=1 >
+<tr>
+ <td><b>AXIS</b></td>
+ <td><b>MIN ANGLE</b></td>
+ <td><b>MAX ANGLE</b></td>
+</tr><tr>
+ <td>X</td>
+ <td>-PI</td>
+ <td>PI</td>
+</tr><tr>
+ <td>Y</td>
+ <td>-PI/2</td>
+ <td>PI/2</td>
+</tr><tr>
+ <td>Z</td>
+ <td>-PI</td>
+ <td>PI</td>
+</tr>
+</table>
+</li>
+</ul>
+
+*/
+B3_ATTRIBUTE_ALIGNED16(class) b3Generic6DofConstraint : public b3TypedConstraint
+{
+protected:
+
+ //! relative_frames
+ //!@{
+ b3Transform m_frameInA;//!< the constraint space w.r.t body A
+ b3Transform m_frameInB;//!< the constraint space w.r.t body B
+ //!@}
+
+ //! Jacobians
+ //!@{
+// b3JacobianEntry m_jacLinear[3];//!< 3 orthogonal linear constraints
+// b3JacobianEntry m_jacAng[3];//!< 3 orthogonal angular constraints
+ //!@}
+
+ //! Linear_Limit_parameters
+ //!@{
+ b3TranslationalLimitMotor m_linearLimits;
+ //!@}
+
+
+ //! hinge_parameters
+ //!@{
+ b3RotationalLimitMotor m_angularLimits[3];
+ //!@}
+
+
+protected:
+ //! temporal variables
+ //!@{
+ b3Transform m_calculatedTransformA;
+ b3Transform m_calculatedTransformB;
+ b3Vector3 m_calculatedAxisAngleDiff;
+ b3Vector3 m_calculatedAxis[3];
+ b3Vector3 m_calculatedLinearDiff;
+ b3Scalar m_timeStep;
+ b3Scalar m_factA;
+ b3Scalar m_factB;
+ bool m_hasStaticBody;
+
+ b3Vector3 m_AnchorPos; // point betwen pivots of bodies A and B to solve linear axes
+
+ bool m_useLinearReferenceFrameA;
+ bool m_useOffsetForConstraintFrame;
+
+ int m_flags;
+
+ //!@}
+
+ b3Generic6DofConstraint& operator=(b3Generic6DofConstraint& other)
+ {
+ b3Assert(0);
+ (void) other;
+ return *this;
+ }
+
+
+ int setAngularLimits(b3ConstraintInfo2 *info, int row_offset,const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB);
+
+ int setLinearLimits(b3ConstraintInfo2 *info, int row, const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB);
+
+
+ // tests linear limits
+ void calculateLinearInfo();
+
+ //! calcs the euler angles between the two bodies.
+ void calculateAngleInfo();
+
+
+
+public:
+
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3Generic6DofConstraint(int rbA, int rbB, const b3Transform& frameInA, const b3Transform& frameInB ,bool useLinearReferenceFrameA,const b3RigidBodyData* bodies);
+
+ //! Calcs global transform of the offsets
+ /*!
+ Calcs the global transform for the joint offset for body A an B, and also calcs the agle differences between the bodies.
+ \sa b3Generic6DofConstraint.getCalculatedTransformA , b3Generic6DofConstraint.getCalculatedTransformB, b3Generic6DofConstraint.calculateAngleInfo
+ */
+ void calculateTransforms(const b3Transform& transA,const b3Transform& transB,const b3RigidBodyData* bodies);
+
+ void calculateTransforms(const b3RigidBodyData* bodies);
+
+ //! Gets the global transform of the offset for body A
+ /*!
+ \sa b3Generic6DofConstraint.getFrameOffsetA, b3Generic6DofConstraint.getFrameOffsetB, b3Generic6DofConstraint.calculateAngleInfo.
+ */
+ const b3Transform & getCalculatedTransformA() const
+ {
+ return m_calculatedTransformA;
+ }
+
+ //! Gets the global transform of the offset for body B
+ /*!
+ \sa b3Generic6DofConstraint.getFrameOffsetA, b3Generic6DofConstraint.getFrameOffsetB, b3Generic6DofConstraint.calculateAngleInfo.
+ */
+ const b3Transform & getCalculatedTransformB() const
+ {
+ return m_calculatedTransformB;
+ }
+
+ const b3Transform & getFrameOffsetA() const
+ {
+ return m_frameInA;
+ }
+
+ const b3Transform & getFrameOffsetB() const
+ {
+ return m_frameInB;
+ }
+
+
+ b3Transform & getFrameOffsetA()
+ {
+ return m_frameInA;
+ }
+
+ b3Transform & getFrameOffsetB()
+ {
+ return m_frameInB;
+ }
+
+
+
+ virtual void getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ void getInfo1NonVirtual (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ virtual void getInfo2 (b3ConstraintInfo2* info,const b3RigidBodyData* bodies);
+
+ void getInfo2NonVirtual (b3ConstraintInfo2* info,const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB,const b3RigidBodyData* bodies);
+
+
+ void updateRHS(b3Scalar timeStep);
+
+ //! Get the rotation axis in global coordinates
+ b3Vector3 getAxis(int axis_index) const;
+
+ //! Get the relative Euler angle
+ /*!
+ \pre b3Generic6DofConstraint::calculateTransforms() must be called previously.
+ */
+ b3Scalar getAngle(int axis_index) const;
+
+ //! Get the relative position of the constraint pivot
+ /*!
+ \pre b3Generic6DofConstraint::calculateTransforms() must be called previously.
+ */
+ b3Scalar getRelativePivotPosition(int axis_index) const;
+
+ void setFrames(const b3Transform & frameA, const b3Transform & frameB, const b3RigidBodyData* bodies);
+
+ //! Test angular limit.
+ /*!
+ Calculates angular correction and returns true if limit needs to be corrected.
+ \pre b3Generic6DofConstraint::calculateTransforms() must be called previously.
+ */
+ bool testAngularLimitMotor(int axis_index);
+
+ void setLinearLowerLimit(const b3Vector3& linearLower)
+ {
+ m_linearLimits.m_lowerLimit = linearLower;
+ }
+
+ void getLinearLowerLimit(b3Vector3& linearLower)
+ {
+ linearLower = m_linearLimits.m_lowerLimit;
+ }
+
+ void setLinearUpperLimit(const b3Vector3& linearUpper)
+ {
+ m_linearLimits.m_upperLimit = linearUpper;
+ }
+
+ void getLinearUpperLimit(b3Vector3& linearUpper)
+ {
+ linearUpper = m_linearLimits.m_upperLimit;
+ }
+
+ void setAngularLowerLimit(const b3Vector3& angularLower)
+ {
+ for(int i = 0; i < 3; i++)
+ m_angularLimits[i].m_loLimit = b3NormalizeAngle(angularLower[i]);
+ }
+
+ void getAngularLowerLimit(b3Vector3& angularLower)
+ {
+ for(int i = 0; i < 3; i++)
+ angularLower[i] = m_angularLimits[i].m_loLimit;
+ }
+
+ void setAngularUpperLimit(const b3Vector3& angularUpper)
+ {
+ for(int i = 0; i < 3; i++)
+ m_angularLimits[i].m_hiLimit = b3NormalizeAngle(angularUpper[i]);
+ }
+
+ void getAngularUpperLimit(b3Vector3& angularUpper)
+ {
+ for(int i = 0; i < 3; i++)
+ angularUpper[i] = m_angularLimits[i].m_hiLimit;
+ }
+
+ //! Retrieves the angular limit informacion
+ b3RotationalLimitMotor * getRotationalLimitMotor(int index)
+ {
+ return &m_angularLimits[index];
+ }
+
+ //! Retrieves the limit informacion
+ b3TranslationalLimitMotor * getTranslationalLimitMotor()
+ {
+ return &m_linearLimits;
+ }
+
+ //first 3 are linear, next 3 are angular
+ void setLimit(int axis, b3Scalar lo, b3Scalar hi)
+ {
+ if(axis<3)
+ {
+ m_linearLimits.m_lowerLimit[axis] = lo;
+ m_linearLimits.m_upperLimit[axis] = hi;
+ }
+ else
+ {
+ lo = b3NormalizeAngle(lo);
+ hi = b3NormalizeAngle(hi);
+ m_angularLimits[axis-3].m_loLimit = lo;
+ m_angularLimits[axis-3].m_hiLimit = hi;
+ }
+ }
+
+ //! Test limit
+ /*!
+ - free means upper < lower,
+ - locked means upper == lower
+ - limited means upper > lower
+ - limitIndex: first 3 are linear, next 3 are angular
+ */
+ bool isLimited(int limitIndex)
+ {
+ if(limitIndex<3)
+ {
+ return m_linearLimits.isLimited(limitIndex);
+
+ }
+ return m_angularLimits[limitIndex-3].isLimited();
+ }
+
+ virtual void calcAnchorPos(const b3RigidBodyData* bodies); // overridable
+
+ int get_limit_motor_info2( b3RotationalLimitMotor * limot,
+ const b3Transform& transA,const b3Transform& transB,const b3Vector3& linVelA,const b3Vector3& linVelB,const b3Vector3& angVelA,const b3Vector3& angVelB,
+ b3ConstraintInfo2 *info, int row, b3Vector3& ax1, int rotational, int rotAllowed = false);
+
+ // access for UseFrameOffset
+ bool getUseFrameOffset() { return m_useOffsetForConstraintFrame; }
+ void setUseFrameOffset(bool frameOffsetOnOff) { m_useOffsetForConstraintFrame = frameOffsetOnOff; }
+
+ ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
+ ///If no axis is provided, it uses the default axis for this constraint.
+ virtual void setParam(int num, b3Scalar value, int axis = -1);
+ ///return the local value of parameter
+ virtual b3Scalar getParam(int num, int axis = -1) const;
+
+ void setAxis( const b3Vector3& axis1, const b3Vector3& axis2,const b3RigidBodyData* bodies);
+
+
+
+
+};
+
+
+
+
+
+#endif //B3_GENERIC_6DOF_CONSTRAINT_H
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3JacobianEntry.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3JacobianEntry.h
new file mode 100644
index 0000000000..a55168eb38
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3JacobianEntry.h
@@ -0,0 +1,155 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef B3_JACOBIAN_ENTRY_H
+#define B3_JACOBIAN_ENTRY_H
+
+#include "Bullet3Common/b3Matrix3x3.h"
+
+
+//notes:
+// Another memory optimization would be to store m_1MinvJt in the remaining 3 w components
+// which makes the b3JacobianEntry memory layout 16 bytes
+// if you only are interested in angular part, just feed massInvA and massInvB zero
+
+/// Jacobian entry is an abstraction that allows to describe constraints
+/// it can be used in combination with a constraint solver
+/// Can be used to relate the effect of an impulse to the constraint error
+B3_ATTRIBUTE_ALIGNED16(class) b3JacobianEntry
+{
+public:
+ b3JacobianEntry() {};
+ //constraint between two different rigidbodies
+ b3JacobianEntry(
+ const b3Matrix3x3& world2A,
+ const b3Matrix3x3& world2B,
+ const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
+ const b3Vector3& jointAxis,
+ const b3Vector3& inertiaInvA,
+ const b3Scalar massInvA,
+ const b3Vector3& inertiaInvB,
+ const b3Scalar massInvB)
+ :m_linearJointAxis(jointAxis)
+ {
+ m_aJ = world2A*(rel_pos1.cross(m_linearJointAxis));
+ m_bJ = world2B*(rel_pos2.cross(-m_linearJointAxis));
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = inertiaInvB * m_bJ;
+ m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ);
+
+ b3Assert(m_Adiag > b3Scalar(0.0));
+ }
+
+ //angular constraint between two different rigidbodies
+ b3JacobianEntry(const b3Vector3& jointAxis,
+ const b3Matrix3x3& world2A,
+ const b3Matrix3x3& world2B,
+ const b3Vector3& inertiaInvA,
+ const b3Vector3& inertiaInvB)
+ :m_linearJointAxis(b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.)))
+ {
+ m_aJ= world2A*jointAxis;
+ m_bJ = world2B*-jointAxis;
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = inertiaInvB * m_bJ;
+ m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
+
+ b3Assert(m_Adiag > b3Scalar(0.0));
+ }
+
+ //angular constraint between two different rigidbodies
+ b3JacobianEntry(const b3Vector3& axisInA,
+ const b3Vector3& axisInB,
+ const b3Vector3& inertiaInvA,
+ const b3Vector3& inertiaInvB)
+ : m_linearJointAxis(b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.)))
+ , m_aJ(axisInA)
+ , m_bJ(-axisInB)
+ {
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = inertiaInvB * m_bJ;
+ m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
+
+ b3Assert(m_Adiag > b3Scalar(0.0));
+ }
+
+ //constraint on one rigidbody
+ b3JacobianEntry(
+ const b3Matrix3x3& world2A,
+ const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
+ const b3Vector3& jointAxis,
+ const b3Vector3& inertiaInvA,
+ const b3Scalar massInvA)
+ :m_linearJointAxis(jointAxis)
+ {
+ m_aJ= world2A*(rel_pos1.cross(jointAxis));
+ m_bJ = world2A*(rel_pos2.cross(-jointAxis));
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
+ m_Adiag = massInvA + m_0MinvJt.dot(m_aJ);
+
+ b3Assert(m_Adiag > b3Scalar(0.0));
+ }
+
+ b3Scalar getDiagonal() const { return m_Adiag; }
+
+ // for two constraints on the same rigidbody (for example vehicle friction)
+ b3Scalar getNonDiagonal(const b3JacobianEntry& jacB, const b3Scalar massInvA) const
+ {
+ const b3JacobianEntry& jacA = *this;
+ b3Scalar lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis);
+ b3Scalar ang = jacA.m_0MinvJt.dot(jacB.m_aJ);
+ return lin + ang;
+ }
+
+
+
+ // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies)
+ b3Scalar getNonDiagonal(const b3JacobianEntry& jacB,const b3Scalar massInvA,const b3Scalar massInvB) const
+ {
+ const b3JacobianEntry& jacA = *this;
+ b3Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis;
+ b3Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ;
+ b3Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ;
+ b3Vector3 lin0 = massInvA * lin ;
+ b3Vector3 lin1 = massInvB * lin;
+ b3Vector3 sum = ang0+ang1+lin0+lin1;
+ return sum[0]+sum[1]+sum[2];
+ }
+
+ b3Scalar getRelativeVelocity(const b3Vector3& linvelA,const b3Vector3& angvelA,const b3Vector3& linvelB,const b3Vector3& angvelB)
+ {
+ b3Vector3 linrel = linvelA - linvelB;
+ b3Vector3 angvela = angvelA * m_aJ;
+ b3Vector3 angvelb = angvelB * m_bJ;
+ linrel *= m_linearJointAxis;
+ angvela += angvelb;
+ angvela += linrel;
+ b3Scalar rel_vel2 = angvela[0]+angvela[1]+angvela[2];
+ return rel_vel2 + B3_EPSILON;
+ }
+//private:
+
+ b3Vector3 m_linearJointAxis;
+ b3Vector3 m_aJ;
+ b3Vector3 m_bJ;
+ b3Vector3 m_0MinvJt;
+ b3Vector3 m_1MinvJt;
+ //Optimization: can be stored in the w/last component of one of the vectors
+ b3Scalar m_Adiag;
+
+};
+
+#endif //B3_JACOBIAN_ENTRY_H
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.cpp
new file mode 100644
index 0000000000..de729d4556
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.cpp
@@ -0,0 +1,1815 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2012 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+//enable B3_SOLVER_DEBUG if you experience solver crashes
+//#define B3_SOLVER_DEBUG
+//#define COMPUTE_IMPULSE_DENOM 1
+//It is not necessary (redundant) to refresh contact manifolds, this refresh has been moved to the collision algorithms.
+
+//#define DISABLE_JOINTS
+
+#include "b3PgsJacobiSolver.h"
+#include "Bullet3Common/b3MinMax.h"
+#include "b3TypedConstraint.h"
+#include <new>
+#include "Bullet3Common/b3StackAlloc.h"
+
+//#include "b3SolverBody.h"
+//#include "b3SolverConstraint.h"
+#include "Bullet3Common/b3AlignedObjectArray.h"
+#include <string.h> //for memset
+//#include "../../dynamics/basic_demo/Stubs/AdlContact4.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h"
+
+
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+
+static b3Transform getWorldTransform(b3RigidBodyData* rb)
+{
+ b3Transform newTrans;
+ newTrans.setOrigin(rb->m_pos);
+ newTrans.setRotation(rb->m_quat);
+ return newTrans;
+}
+
+static const b3Matrix3x3& getInvInertiaTensorWorld(b3InertiaData* inertia)
+{
+ return inertia->m_invInertiaWorld;
+}
+
+
+
+static const b3Vector3& getLinearVelocity(b3RigidBodyData* rb)
+{
+ return rb->m_linVel;
+}
+
+static const b3Vector3& getAngularVelocity(b3RigidBodyData* rb)
+{
+ return rb->m_angVel;
+}
+
+static b3Vector3 getVelocityInLocalPoint(b3RigidBodyData* rb, const b3Vector3& rel_pos)
+{
+ //we also calculate lin/ang velocity for kinematic objects
+ return getLinearVelocity(rb) + getAngularVelocity(rb).cross(rel_pos);
+
+}
+
+struct b3ContactPoint
+{
+ b3Vector3 m_positionWorldOnA;
+ b3Vector3 m_positionWorldOnB;
+ b3Vector3 m_normalWorldOnB;
+ b3Scalar m_appliedImpulse;
+ b3Scalar m_distance;
+ b3Scalar m_combinedRestitution;
+
+ ///information related to friction
+ b3Scalar m_combinedFriction;
+ b3Vector3 m_lateralFrictionDir1;
+ b3Vector3 m_lateralFrictionDir2;
+ b3Scalar m_appliedImpulseLateral1;
+ b3Scalar m_appliedImpulseLateral2;
+ b3Scalar m_combinedRollingFriction;
+ b3Scalar m_contactMotion1;
+ b3Scalar m_contactMotion2;
+ b3Scalar m_contactCFM1;
+ b3Scalar m_contactCFM2;
+
+ bool m_lateralFrictionInitialized;
+
+ b3Vector3 getPositionWorldOnA()
+ {
+ return m_positionWorldOnA;
+ }
+ b3Vector3 getPositionWorldOnB()
+ {
+ return m_positionWorldOnB;
+ }
+ b3Scalar getDistance()
+ {
+ return m_distance;
+ }
+};
+
+void getContactPoint(b3Contact4* contact, int contactIndex, b3ContactPoint& pointOut)
+{
+ pointOut.m_appliedImpulse = 0.f;
+ pointOut.m_appliedImpulseLateral1 = 0.f;
+ pointOut.m_appliedImpulseLateral2 = 0.f;
+ pointOut.m_combinedFriction = contact->getFrictionCoeff();
+ pointOut.m_combinedRestitution = contact->getRestituitionCoeff();
+ pointOut.m_combinedRollingFriction = 0.f;
+ pointOut.m_contactCFM1 = 0.f;
+ pointOut.m_contactCFM2 = 0.f;
+ pointOut.m_contactMotion1 = 0.f;
+ pointOut.m_contactMotion2 = 0.f;
+ pointOut.m_distance = contact->getPenetration(contactIndex);//??0.01f
+ b3Vector3 normalOnB = contact->m_worldNormalOnB;
+ normalOnB.normalize();//is this needed?
+
+ b3Vector3 l1,l2;
+ b3PlaneSpace1(normalOnB,l1,l2);
+
+ pointOut.m_normalWorldOnB = normalOnB;
+ //printf("normalOnB = %f,%f,%f\n",normalOnB.getX(),normalOnB.getY(),normalOnB.getZ());
+ pointOut.m_lateralFrictionDir1 = l1;
+ pointOut.m_lateralFrictionDir2 = l2;
+ pointOut.m_lateralFrictionInitialized = true;
+
+
+ b3Vector3 worldPosB = contact->m_worldPosB[contactIndex];
+ pointOut.m_positionWorldOnB = worldPosB;
+ pointOut.m_positionWorldOnA = worldPosB+normalOnB*pointOut.m_distance;
+}
+
+int getNumContacts(b3Contact4* contact)
+{
+ return contact->getNPoints();
+}
+
+b3PgsJacobiSolver::b3PgsJacobiSolver(bool usePgs)
+:m_usePgs(usePgs),
+m_numSplitImpulseRecoveries(0),
+m_btSeed2(0)
+{
+
+}
+
+b3PgsJacobiSolver::~b3PgsJacobiSolver()
+{
+}
+
+void b3PgsJacobiSolver::solveContacts(int numBodies, b3RigidBodyData* bodies, b3InertiaData* inertias, int numContacts, b3Contact4* contacts, int numConstraints, b3TypedConstraint** constraints)
+{
+ b3ContactSolverInfo infoGlobal;
+ infoGlobal.m_splitImpulse = false;
+ infoGlobal.m_timeStep = 1.f/60.f;
+ infoGlobal.m_numIterations = 4;//4;
+// infoGlobal.m_solverMode|=B3_SOLVER_USE_2_FRICTION_DIRECTIONS|B3_SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS|B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION;
+ //infoGlobal.m_solverMode|=B3_SOLVER_USE_2_FRICTION_DIRECTIONS|B3_SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS;
+ infoGlobal.m_solverMode|=B3_SOLVER_USE_2_FRICTION_DIRECTIONS;
+
+ //if (infoGlobal.m_solverMode & B3_SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS)
+ //if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS) && (infoGlobal.m_solverMode & B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION))
+
+
+ solveGroup(bodies,inertias,numBodies,contacts,numContacts,constraints,numConstraints,infoGlobal);
+
+ if (!numContacts)
+ return;
+}
+
+
+
+
+/// b3PgsJacobiSolver Sequentially applies impulses
+b3Scalar b3PgsJacobiSolver::solveGroup(b3RigidBodyData* bodies,
+ b3InertiaData* inertias,
+ int numBodies,
+ b3Contact4* manifoldPtr,
+ int numManifolds,
+ b3TypedConstraint** constraints,
+ int numConstraints,
+ const b3ContactSolverInfo& infoGlobal)
+{
+
+ B3_PROFILE("solveGroup");
+ //you need to provide at least some bodies
+
+ solveGroupCacheFriendlySetup( bodies, inertias,numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal);
+
+ solveGroupCacheFriendlyIterations(constraints, numConstraints,infoGlobal);
+
+ solveGroupCacheFriendlyFinish(bodies, inertias,numBodies, infoGlobal);
+
+ return 0.f;
+}
+
+
+
+
+
+
+
+
+
+#ifdef USE_SIMD
+#include <emmintrin.h>
+#define b3VecSplat(x, e) _mm_shuffle_ps(x, x, _MM_SHUFFLE(e,e,e,e))
+static inline __m128 b3SimdDot3( __m128 vec0, __m128 vec1 )
+{
+ __m128 result = _mm_mul_ps( vec0, vec1);
+ return _mm_add_ps( b3VecSplat( result, 0 ), _mm_add_ps( b3VecSplat( result, 1 ), b3VecSplat( result, 2 ) ) );
+}
+#endif//USE_SIMD
+
+// Project Gauss Seidel or the equivalent Sequential Impulse
+void b3PgsJacobiSolver::resolveSingleConstraintRowGenericSIMD(b3SolverBody& body1,b3SolverBody& body2,const b3SolverConstraint& c)
+{
+#ifdef USE_SIMD
+ __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse);
+ __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit);
+ __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit);
+ __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhs), _mm_mul_ps(_mm_set1_ps(c.m_appliedImpulse),_mm_set1_ps(c.m_cfm)));
+ __m128 deltaVel1Dotn = _mm_add_ps(b3SimdDot3(c.m_contactNormal.mVec128,body1.internalGetDeltaLinearVelocity().mVec128), b3SimdDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetDeltaAngularVelocity().mVec128));
+ __m128 deltaVel2Dotn = _mm_sub_ps(b3SimdDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetDeltaAngularVelocity().mVec128),b3SimdDot3((c.m_contactNormal).mVec128,body2.internalGetDeltaLinearVelocity().mVec128));
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
+ b3SimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse);
+ b3SimdScalar resultLowerLess,resultUpperLess;
+ resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1);
+ resultUpperLess = _mm_cmplt_ps(sum,upperLimit1);
+ __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
+ c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
+ __m128 upperMinApplied = _mm_sub_ps(upperLimit1,cpAppliedImp);
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, deltaImpulse), _mm_andnot_ps(resultUpperLess, upperMinApplied) );
+ c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, c.m_appliedImpulse), _mm_andnot_ps(resultUpperLess, upperLimit1) );
+ __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128);
+ __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128);
+ __m128 impulseMagnitude = deltaImpulse;
+ body1.internalGetDeltaLinearVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
+ body1.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
+ body2.internalGetDeltaLinearVelocity().mVec128 = _mm_sub_ps(body2.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude));
+ body2.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body2.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude));
+#else
+ resolveSingleConstraintRowGeneric(body1,body2,c);
+#endif
+}
+
+// Project Gauss Seidel or the equivalent Sequential Impulse
+ void b3PgsJacobiSolver::resolveSingleConstraintRowGeneric(b3SolverBody& body1,b3SolverBody& body2,const b3SolverConstraint& c)
+{
+ b3Scalar deltaImpulse = c.m_rhs-b3Scalar(c.m_appliedImpulse)*c.m_cfm;
+ const b3Scalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetDeltaAngularVelocity());
+ const b3Scalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetDeltaAngularVelocity());
+
+// const b3Scalar delta_rel_vel = deltaVel1Dotn-deltaVel2Dotn;
+ deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
+ deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
+
+ const b3Scalar sum = b3Scalar(c.m_appliedImpulse) + deltaImpulse;
+ if (sum < c.m_lowerLimit)
+ {
+ deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse;
+ c.m_appliedImpulse = c.m_lowerLimit;
+ }
+ else if (sum > c.m_upperLimit)
+ {
+ deltaImpulse = c.m_upperLimit-c.m_appliedImpulse;
+ c.m_appliedImpulse = c.m_upperLimit;
+ }
+ else
+ {
+ c.m_appliedImpulse = sum;
+ }
+
+ body1.internalApplyImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
+ body2.internalApplyImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
+}
+
+ void b3PgsJacobiSolver::resolveSingleConstraintRowLowerLimitSIMD(b3SolverBody& body1,b3SolverBody& body2,const b3SolverConstraint& c)
+{
+#ifdef USE_SIMD
+ __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse);
+ __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit);
+ __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit);
+ __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhs), _mm_mul_ps(_mm_set1_ps(c.m_appliedImpulse),_mm_set1_ps(c.m_cfm)));
+ __m128 deltaVel1Dotn = _mm_add_ps(b3SimdDot3(c.m_contactNormal.mVec128,body1.internalGetDeltaLinearVelocity().mVec128), b3SimdDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetDeltaAngularVelocity().mVec128));
+ __m128 deltaVel2Dotn = _mm_sub_ps(b3SimdDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetDeltaAngularVelocity().mVec128),b3SimdDot3((c.m_contactNormal).mVec128,body2.internalGetDeltaLinearVelocity().mVec128));
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
+ b3SimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse);
+ b3SimdScalar resultLowerLess,resultUpperLess;
+ resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1);
+ resultUpperLess = _mm_cmplt_ps(sum,upperLimit1);
+ __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
+ c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
+ __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128);
+ __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128);
+ __m128 impulseMagnitude = deltaImpulse;
+ body1.internalGetDeltaLinearVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
+ body1.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
+ body2.internalGetDeltaLinearVelocity().mVec128 = _mm_sub_ps(body2.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude));
+ body2.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body2.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude));
+#else
+ resolveSingleConstraintRowLowerLimit(body1,body2,c);
+#endif
+}
+
+// Project Gauss Seidel or the equivalent Sequential Impulse
+ void b3PgsJacobiSolver::resolveSingleConstraintRowLowerLimit(b3SolverBody& body1,b3SolverBody& body2,const b3SolverConstraint& c)
+{
+ b3Scalar deltaImpulse = c.m_rhs-b3Scalar(c.m_appliedImpulse)*c.m_cfm;
+ const b3Scalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetDeltaAngularVelocity());
+ const b3Scalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetDeltaAngularVelocity());
+
+ deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
+ deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
+ const b3Scalar sum = b3Scalar(c.m_appliedImpulse) + deltaImpulse;
+ if (sum < c.m_lowerLimit)
+ {
+ deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse;
+ c.m_appliedImpulse = c.m_lowerLimit;
+ }
+ else
+ {
+ c.m_appliedImpulse = sum;
+ }
+ body1.internalApplyImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
+ body2.internalApplyImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
+}
+
+
+void b3PgsJacobiSolver::resolveSplitPenetrationImpulseCacheFriendly(
+ b3SolverBody& body1,
+ b3SolverBody& body2,
+ const b3SolverConstraint& c)
+{
+ if (c.m_rhsPenetration)
+ {
+ m_numSplitImpulseRecoveries++;
+ b3Scalar deltaImpulse = c.m_rhsPenetration-b3Scalar(c.m_appliedPushImpulse)*c.m_cfm;
+ const b3Scalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetPushVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetTurnVelocity());
+ const b3Scalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetPushVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetTurnVelocity());
+
+ deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
+ deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
+ const b3Scalar sum = b3Scalar(c.m_appliedPushImpulse) + deltaImpulse;
+ if (sum < c.m_lowerLimit)
+ {
+ deltaImpulse = c.m_lowerLimit-c.m_appliedPushImpulse;
+ c.m_appliedPushImpulse = c.m_lowerLimit;
+ }
+ else
+ {
+ c.m_appliedPushImpulse = sum;
+ }
+ body1.internalApplyPushImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
+ body2.internalApplyPushImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
+ }
+}
+
+ void b3PgsJacobiSolver::resolveSplitPenetrationSIMD(b3SolverBody& body1,b3SolverBody& body2,const b3SolverConstraint& c)
+{
+#ifdef USE_SIMD
+ if (!c.m_rhsPenetration)
+ return;
+
+ m_numSplitImpulseRecoveries++;
+
+ __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedPushImpulse);
+ __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit);
+ __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit);
+ __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhsPenetration), _mm_mul_ps(_mm_set1_ps(c.m_appliedPushImpulse),_mm_set1_ps(c.m_cfm)));
+ __m128 deltaVel1Dotn = _mm_add_ps(b3SimdDot3(c.m_contactNormal.mVec128,body1.internalGetPushVelocity().mVec128), b3SimdDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetTurnVelocity().mVec128));
+ __m128 deltaVel2Dotn = _mm_sub_ps(b3SimdDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetTurnVelocity().mVec128),b3SimdDot3((c.m_contactNormal).mVec128,body2.internalGetPushVelocity().mVec128));
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
+ b3SimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse);
+ b3SimdScalar resultLowerLess,resultUpperLess;
+ resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1);
+ resultUpperLess = _mm_cmplt_ps(sum,upperLimit1);
+ __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
+ c.m_appliedPushImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
+ __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128);
+ __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128);
+ __m128 impulseMagnitude = deltaImpulse;
+ body1.internalGetPushVelocity().mVec128 = _mm_add_ps(body1.internalGetPushVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
+ body1.internalGetTurnVelocity().mVec128 = _mm_add_ps(body1.internalGetTurnVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
+ body2.internalGetPushVelocity().mVec128 = _mm_sub_ps(body2.internalGetPushVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude));
+ body2.internalGetTurnVelocity().mVec128 = _mm_add_ps(body2.internalGetTurnVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude));
+#else
+ resolveSplitPenetrationImpulseCacheFriendly(body1,body2,c);
+#endif
+}
+
+
+
+unsigned long b3PgsJacobiSolver::b3Rand2()
+{
+ m_btSeed2 = (1664525L*m_btSeed2 + 1013904223L) & 0xffffffff;
+ return m_btSeed2;
+}
+
+
+
+//See ODE: adam's all-int straightforward(?) dRandInt (0..n-1)
+int b3PgsJacobiSolver::b3RandInt2 (int n)
+{
+ // seems good; xor-fold and modulus
+ const unsigned long un = static_cast<unsigned long>(n);
+ unsigned long r = b3Rand2();
+
+ // note: probably more aggressive than it needs to be -- might be
+ // able to get away without one or two of the innermost branches.
+ if (un <= 0x00010000UL) {
+ r ^= (r >> 16);
+ if (un <= 0x00000100UL) {
+ r ^= (r >> 8);
+ if (un <= 0x00000010UL) {
+ r ^= (r >> 4);
+ if (un <= 0x00000004UL) {
+ r ^= (r >> 2);
+ if (un <= 0x00000002UL) {
+ r ^= (r >> 1);
+ }
+ }
+ }
+ }
+ }
+
+ return (int) (r % un);
+}
+
+
+
+void b3PgsJacobiSolver::initSolverBody(int bodyIndex, b3SolverBody* solverBody, b3RigidBodyData* rb)
+{
+
+ solverBody->m_deltaLinearVelocity.setValue(0.f,0.f,0.f);
+ solverBody->m_deltaAngularVelocity.setValue(0.f,0.f,0.f);
+ solverBody->internalGetPushVelocity().setValue(0.f,0.f,0.f);
+ solverBody->internalGetTurnVelocity().setValue(0.f,0.f,0.f);
+
+ if (rb)
+ {
+ solverBody->m_worldTransform = getWorldTransform(rb);
+ solverBody->internalSetInvMass(b3MakeVector3(rb->m_invMass,rb->m_invMass,rb->m_invMass));
+ solverBody->m_originalBodyIndex = bodyIndex;
+ solverBody->m_angularFactor = b3MakeVector3(1,1,1);
+ solverBody->m_linearFactor = b3MakeVector3(1,1,1);
+ solverBody->m_linearVelocity = getLinearVelocity(rb);
+ solverBody->m_angularVelocity = getAngularVelocity(rb);
+ } else
+ {
+ solverBody->m_worldTransform.setIdentity();
+ solverBody->internalSetInvMass(b3MakeVector3(0,0,0));
+ solverBody->m_originalBodyIndex = bodyIndex;
+ solverBody->m_angularFactor.setValue(1,1,1);
+ solverBody->m_linearFactor.setValue(1,1,1);
+ solverBody->m_linearVelocity.setValue(0,0,0);
+ solverBody->m_angularVelocity.setValue(0,0,0);
+ }
+
+
+}
+
+
+
+
+
+
+b3Scalar b3PgsJacobiSolver::restitutionCurve(b3Scalar rel_vel, b3Scalar restitution)
+{
+ b3Scalar rest = restitution * -rel_vel;
+ return rest;
+}
+
+
+
+
+
+
+void b3PgsJacobiSolver::setupFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity, b3Scalar cfmSlip)
+{
+
+
+ solverConstraint.m_contactNormal = normalAxis;
+ b3SolverBody& solverBodyA = m_tmpSolverBodyPool[solverBodyIdA];
+ b3SolverBody& solverBodyB = m_tmpSolverBodyPool[solverBodyIdB];
+
+ b3RigidBodyData* body0 = &bodies[solverBodyA.m_originalBodyIndex];
+ b3RigidBodyData* body1 = &bodies[solverBodyB.m_originalBodyIndex];
+
+
+ solverConstraint.m_solverBodyIdA = solverBodyIdA;
+ solverConstraint.m_solverBodyIdB = solverBodyIdB;
+
+ solverConstraint.m_friction = cp.m_combinedFriction;
+ solverConstraint.m_originalContactPoint = 0;
+
+ solverConstraint.m_appliedImpulse = 0.f;
+ solverConstraint.m_appliedPushImpulse = 0.f;
+
+ {
+ b3Vector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal);
+ solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
+ solverConstraint.m_angularComponentA = body0 ? getInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex])*ftorqueAxis1 : b3MakeVector3(0,0,0);
+ }
+ {
+ b3Vector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal);
+ solverConstraint.m_relpos2CrossNormal = ftorqueAxis1;
+ solverConstraint.m_angularComponentB = body1 ? getInvInertiaTensorWorld(&inertias[solverBodyB.m_originalBodyIndex])*ftorqueAxis1 : b3MakeVector3(0,0,0);
+ }
+
+ b3Scalar scaledDenom;
+
+ {
+ b3Vector3 vec;
+ b3Scalar denom0 = 0.f;
+ b3Scalar denom1 = 0.f;
+ if (body0)
+ {
+ vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
+ denom0 = body0->m_invMass + normalAxis.dot(vec);
+ }
+ if (body1)
+ {
+ vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
+ denom1 = body1->m_invMass + normalAxis.dot(vec);
+ }
+
+ b3Scalar denom;
+ if (m_usePgs)
+ {
+ scaledDenom = denom = relaxation/(denom0+denom1);
+ } else
+ {
+ denom = relaxation/(denom0+denom1);
+ b3Scalar countA = body0->m_invMass ? b3Scalar(m_bodyCount[solverBodyA.m_originalBodyIndex]): 1.f;
+ b3Scalar countB = body1->m_invMass ? b3Scalar(m_bodyCount[solverBodyB.m_originalBodyIndex]): 1.f;
+
+ scaledDenom = relaxation/(denom0*countA+denom1*countB);
+ }
+
+ solverConstraint.m_jacDiagABInv = denom;
+ }
+
+ {
+
+
+ b3Scalar rel_vel;
+ b3Scalar vel1Dotn = solverConstraint.m_contactNormal.dot(body0?solverBodyA.m_linearVelocity:b3MakeVector3(0,0,0))
+ + solverConstraint.m_relpos1CrossNormal.dot(body0?solverBodyA.m_angularVelocity:b3MakeVector3(0,0,0));
+ b3Scalar vel2Dotn = -solverConstraint.m_contactNormal.dot(body1?solverBodyB.m_linearVelocity:b3MakeVector3(0,0,0))
+ + solverConstraint.m_relpos2CrossNormal.dot(body1?solverBodyB.m_angularVelocity:b3MakeVector3(0,0,0));
+
+ rel_vel = vel1Dotn+vel2Dotn;
+
+// b3Scalar positionalError = 0.f;
+
+ b3SimdScalar velocityError = desiredVelocity - rel_vel;
+ b3SimdScalar velocityImpulse = velocityError * b3SimdScalar(scaledDenom);//solverConstraint.m_jacDiagABInv);
+ solverConstraint.m_rhs = velocityImpulse;
+ solverConstraint.m_cfm = cfmSlip;
+ solverConstraint.m_lowerLimit = 0;
+ solverConstraint.m_upperLimit = 1e10f;
+
+ }
+}
+
+b3SolverConstraint& b3PgsJacobiSolver::addFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity, b3Scalar cfmSlip)
+{
+ b3SolverConstraint& solverConstraint = m_tmpSolverContactFrictionConstraintPool.expandNonInitializing();
+ solverConstraint.m_frictionIndex = frictionIndex;
+ setupFrictionConstraint(bodies,inertias,solverConstraint, normalAxis, solverBodyIdA, solverBodyIdB, cp, rel_pos1, rel_pos2,
+ colObj0, colObj1, relaxation, desiredVelocity, cfmSlip);
+ return solverConstraint;
+}
+
+
+void b3PgsJacobiSolver::setupRollingFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis1,int solverBodyIdA,int solverBodyIdB,
+ b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
+ b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation,
+ b3Scalar desiredVelocity, b3Scalar cfmSlip)
+
+{
+ b3Vector3 normalAxis=b3MakeVector3(0,0,0);
+
+
+ solverConstraint.m_contactNormal = normalAxis;
+ b3SolverBody& solverBodyA = m_tmpSolverBodyPool[solverBodyIdA];
+ b3SolverBody& solverBodyB = m_tmpSolverBodyPool[solverBodyIdB];
+
+ b3RigidBodyData* body0 = &bodies[m_tmpSolverBodyPool[solverBodyIdA].m_originalBodyIndex];
+ b3RigidBodyData* body1 = &bodies[m_tmpSolverBodyPool[solverBodyIdB].m_originalBodyIndex];
+
+ solverConstraint.m_solverBodyIdA = solverBodyIdA;
+ solverConstraint.m_solverBodyIdB = solverBodyIdB;
+
+ solverConstraint.m_friction = cp.m_combinedRollingFriction;
+ solverConstraint.m_originalContactPoint = 0;
+
+ solverConstraint.m_appliedImpulse = 0.f;
+ solverConstraint.m_appliedPushImpulse = 0.f;
+
+ {
+ b3Vector3 ftorqueAxis1 = -normalAxis1;
+ solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
+ solverConstraint.m_angularComponentA = body0 ? getInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex])*ftorqueAxis1 : b3MakeVector3(0,0,0);
+ }
+ {
+ b3Vector3 ftorqueAxis1 = normalAxis1;
+ solverConstraint.m_relpos2CrossNormal = ftorqueAxis1;
+ solverConstraint.m_angularComponentB = body1 ? getInvInertiaTensorWorld(&inertias[solverBodyB.m_originalBodyIndex])*ftorqueAxis1 : b3MakeVector3(0,0,0);
+ }
+
+
+ {
+ b3Vector3 iMJaA = body0?getInvInertiaTensorWorld(&inertias[solverBodyA.m_originalBodyIndex])*solverConstraint.m_relpos1CrossNormal:b3MakeVector3(0,0,0);
+ b3Vector3 iMJaB = body1?getInvInertiaTensorWorld(&inertias[solverBodyB.m_originalBodyIndex])*solverConstraint.m_relpos2CrossNormal:b3MakeVector3(0,0,0);
+ b3Scalar sum = 0;
+ sum += iMJaA.dot(solverConstraint.m_relpos1CrossNormal);
+ sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal);
+ solverConstraint.m_jacDiagABInv = b3Scalar(1.)/sum;
+ }
+
+ {
+
+
+ b3Scalar rel_vel;
+ b3Scalar vel1Dotn = solverConstraint.m_contactNormal.dot(body0?solverBodyA.m_linearVelocity:b3MakeVector3(0,0,0))
+ + solverConstraint.m_relpos1CrossNormal.dot(body0?solverBodyA.m_angularVelocity:b3MakeVector3(0,0,0));
+ b3Scalar vel2Dotn = -solverConstraint.m_contactNormal.dot(body1?solverBodyB.m_linearVelocity:b3MakeVector3(0,0,0))
+ + solverConstraint.m_relpos2CrossNormal.dot(body1?solverBodyB.m_angularVelocity:b3MakeVector3(0,0,0));
+
+ rel_vel = vel1Dotn+vel2Dotn;
+
+// b3Scalar positionalError = 0.f;
+
+ b3SimdScalar velocityError = desiredVelocity - rel_vel;
+ b3SimdScalar velocityImpulse = velocityError * b3SimdScalar(solverConstraint.m_jacDiagABInv);
+ solverConstraint.m_rhs = velocityImpulse;
+ solverConstraint.m_cfm = cfmSlip;
+ solverConstraint.m_lowerLimit = 0;
+ solverConstraint.m_upperLimit = 1e10f;
+
+ }
+}
+
+
+
+
+
+
+
+
+b3SolverConstraint& b3PgsJacobiSolver::addRollingFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity, b3Scalar cfmSlip)
+{
+ b3SolverConstraint& solverConstraint = m_tmpSolverContactRollingFrictionConstraintPool.expandNonInitializing();
+ solverConstraint.m_frictionIndex = frictionIndex;
+ setupRollingFrictionConstraint(bodies,inertias,solverConstraint, normalAxis, solverBodyIdA, solverBodyIdB, cp, rel_pos1, rel_pos2,
+ colObj0, colObj1, relaxation, desiredVelocity, cfmSlip);
+ return solverConstraint;
+}
+
+
+int b3PgsJacobiSolver::getOrInitSolverBody(int bodyIndex, b3RigidBodyData* bodies,b3InertiaData* inertias)
+{
+ //b3Assert(bodyIndex< m_tmpSolverBodyPool.size());
+
+ b3RigidBodyData& body = bodies[bodyIndex];
+ int curIndex = -1;
+ if (m_usePgs || body.m_invMass==0.f)
+ {
+ if (m_bodyCount[bodyIndex]<0)
+ {
+ curIndex = m_tmpSolverBodyPool.size();
+ b3SolverBody& solverBody = m_tmpSolverBodyPool.expand();
+ initSolverBody(bodyIndex,&solverBody,&body);
+ solverBody.m_originalBodyIndex = bodyIndex;
+ m_bodyCount[bodyIndex] = curIndex;
+ } else
+ {
+ curIndex = m_bodyCount[bodyIndex];
+ }
+ } else
+ {
+ b3Assert(m_bodyCount[bodyIndex]>0);
+ m_bodyCountCheck[bodyIndex]++;
+ curIndex = m_tmpSolverBodyPool.size();
+ b3SolverBody& solverBody = m_tmpSolverBodyPool.expand();
+ initSolverBody(bodyIndex,&solverBody,&body);
+ solverBody.m_originalBodyIndex = bodyIndex;
+ }
+
+ b3Assert(curIndex>=0);
+ return curIndex;
+
+}
+#include <stdio.h>
+
+
+void b3PgsJacobiSolver::setupContactConstraint(b3RigidBodyData* bodies, b3InertiaData* inertias,b3SolverConstraint& solverConstraint,
+ int solverBodyIdA, int solverBodyIdB,
+ b3ContactPoint& cp, const b3ContactSolverInfo& infoGlobal,
+ b3Vector3& vel, b3Scalar& rel_vel, b3Scalar& relaxation,
+ b3Vector3& rel_pos1, b3Vector3& rel_pos2)
+{
+
+ const b3Vector3& pos1 = cp.getPositionWorldOnA();
+ const b3Vector3& pos2 = cp.getPositionWorldOnB();
+
+ b3SolverBody* bodyA = &m_tmpSolverBodyPool[solverBodyIdA];
+ b3SolverBody* bodyB = &m_tmpSolverBodyPool[solverBodyIdB];
+
+ b3RigidBodyData* rb0 = &bodies[bodyA->m_originalBodyIndex];
+ b3RigidBodyData* rb1 = &bodies[bodyB->m_originalBodyIndex];
+
+// b3Vector3 rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin();
+// b3Vector3 rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin();
+ rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin();
+ rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin();
+
+ relaxation = 1.f;
+
+ b3Vector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB);
+ solverConstraint.m_angularComponentA = rb0 ? getInvInertiaTensorWorld(&inertias[bodyA->m_originalBodyIndex])*torqueAxis0 : b3MakeVector3(0,0,0);
+ b3Vector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB);
+ solverConstraint.m_angularComponentB = rb1 ? getInvInertiaTensorWorld(&inertias[bodyB->m_originalBodyIndex])*-torqueAxis1 : b3MakeVector3(0,0,0);
+
+ b3Scalar scaledDenom;
+ {
+#ifdef COMPUTE_IMPULSE_DENOM
+ b3Scalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
+ b3Scalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
+#else
+ b3Vector3 vec;
+ b3Scalar denom0 = 0.f;
+ b3Scalar denom1 = 0.f;
+ if (rb0)
+ {
+ vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
+ denom0 = rb0->m_invMass + cp.m_normalWorldOnB.dot(vec);
+ }
+ if (rb1)
+ {
+ vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
+ denom1 = rb1->m_invMass + cp.m_normalWorldOnB.dot(vec);
+ }
+#endif //COMPUTE_IMPULSE_DENOM
+
+
+ b3Scalar denom;
+ if (m_usePgs)
+ {
+ scaledDenom = denom = relaxation/(denom0+denom1);
+ } else
+ {
+ denom = relaxation/(denom0+denom1);
+
+ b3Scalar countA = rb0->m_invMass? b3Scalar(m_bodyCount[bodyA->m_originalBodyIndex]) : 1.f;
+ b3Scalar countB = rb1->m_invMass? b3Scalar(m_bodyCount[bodyB->m_originalBodyIndex]) : 1.f;
+ scaledDenom = relaxation/(denom0*countA+denom1*countB);
+ }
+ solverConstraint.m_jacDiagABInv = denom;
+ }
+
+ solverConstraint.m_contactNormal = cp.m_normalWorldOnB;
+ solverConstraint.m_relpos1CrossNormal = torqueAxis0;
+ solverConstraint.m_relpos2CrossNormal = -torqueAxis1;
+
+ b3Scalar restitution = 0.f;
+ b3Scalar penetration = cp.getDistance()+infoGlobal.m_linearSlop;
+
+ {
+ b3Vector3 vel1,vel2;
+
+ vel1 = rb0? getVelocityInLocalPoint(rb0,rel_pos1) : b3MakeVector3(0,0,0);
+ vel2 = rb1? getVelocityInLocalPoint(rb1, rel_pos2) : b3MakeVector3(0,0,0);
+
+ // b3Vector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : b3Vector3(0,0,0);
+ vel = vel1 - vel2;
+ rel_vel = cp.m_normalWorldOnB.dot(vel);
+
+
+
+ solverConstraint.m_friction = cp.m_combinedFriction;
+
+
+ restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution);
+ if (restitution <= b3Scalar(0.))
+ {
+ restitution = 0.f;
+ };
+ }
+
+
+ ///warm starting (or zero if disabled)
+ if (infoGlobal.m_solverMode & B3_SOLVER_USE_WARMSTARTING)
+ {
+ solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
+ if (rb0)
+ bodyA->internalApplyImpulse(solverConstraint.m_contactNormal*bodyA->internalGetInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
+ if (rb1)
+ bodyB->internalApplyImpulse(solverConstraint.m_contactNormal*bodyB->internalGetInvMass(),-solverConstraint.m_angularComponentB,-(b3Scalar)solverConstraint.m_appliedImpulse);
+ } else
+ {
+ solverConstraint.m_appliedImpulse = 0.f;
+ }
+
+ solverConstraint.m_appliedPushImpulse = 0.f;
+
+ {
+ b3Scalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?bodyA->m_linearVelocity:b3MakeVector3(0,0,0))
+ + solverConstraint.m_relpos1CrossNormal.dot(rb0?bodyA->m_angularVelocity:b3MakeVector3(0,0,0));
+ b3Scalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rb1?bodyB->m_linearVelocity:b3MakeVector3(0,0,0))
+ + solverConstraint.m_relpos2CrossNormal.dot(rb1?bodyB->m_angularVelocity:b3MakeVector3(0,0,0));
+ b3Scalar rel_vel = vel1Dotn+vel2Dotn;
+
+ b3Scalar positionalError = 0.f;
+ b3Scalar velocityError = restitution - rel_vel;// * damping;
+
+
+ b3Scalar erp = infoGlobal.m_erp2;
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ erp = infoGlobal.m_erp;
+ }
+
+ if (penetration>0)
+ {
+ positionalError = 0;
+
+ velocityError -= penetration / infoGlobal.m_timeStep;
+ } else
+ {
+ positionalError = -penetration * erp/infoGlobal.m_timeStep;
+ }
+
+ b3Scalar penetrationImpulse = positionalError*scaledDenom;//solverConstraint.m_jacDiagABInv;
+ b3Scalar velocityImpulse = velocityError *scaledDenom;//solverConstraint.m_jacDiagABInv;
+
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
+ {
+ //combine position and velocity into rhs
+ solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
+ solverConstraint.m_rhsPenetration = 0.f;
+
+ } else
+ {
+ //split position and velocity into rhs and m_rhsPenetration
+ solverConstraint.m_rhs = velocityImpulse;
+ solverConstraint.m_rhsPenetration = penetrationImpulse;
+ }
+ solverConstraint.m_cfm = 0.f;
+ solverConstraint.m_lowerLimit = 0;
+ solverConstraint.m_upperLimit = 1e10f;
+ }
+
+
+
+
+}
+
+
+
+void b3PgsJacobiSolver::setFrictionConstraintImpulse( b3RigidBodyData* bodies, b3InertiaData* inertias,b3SolverConstraint& solverConstraint,
+ int solverBodyIdA, int solverBodyIdB,
+ b3ContactPoint& cp, const b3ContactSolverInfo& infoGlobal)
+{
+
+ b3SolverBody* bodyA = &m_tmpSolverBodyPool[solverBodyIdA];
+ b3SolverBody* bodyB = &m_tmpSolverBodyPool[solverBodyIdB];
+
+
+ {
+ b3SolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
+ if (infoGlobal.m_solverMode & B3_SOLVER_USE_WARMSTARTING)
+ {
+ frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
+ if (bodies[bodyA->m_originalBodyIndex].m_invMass)
+ bodyA->internalApplyImpulse(frictionConstraint1.m_contactNormal*bodies[bodyA->m_originalBodyIndex].m_invMass,frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse);
+ if (bodies[bodyB->m_originalBodyIndex].m_invMass)
+ bodyB->internalApplyImpulse(frictionConstraint1.m_contactNormal*bodies[bodyB->m_originalBodyIndex].m_invMass,-frictionConstraint1.m_angularComponentB,-(b3Scalar)frictionConstraint1.m_appliedImpulse);
+ } else
+ {
+ frictionConstraint1.m_appliedImpulse = 0.f;
+ }
+ }
+
+ if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS))
+ {
+ b3SolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
+ if (infoGlobal.m_solverMode & B3_SOLVER_USE_WARMSTARTING)
+ {
+ frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
+ if (bodies[bodyA->m_originalBodyIndex].m_invMass)
+ bodyA->internalApplyImpulse(frictionConstraint2.m_contactNormal*bodies[bodyA->m_originalBodyIndex].m_invMass,frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse);
+ if (bodies[bodyB->m_originalBodyIndex].m_invMass)
+ bodyB->internalApplyImpulse(frictionConstraint2.m_contactNormal*bodies[bodyB->m_originalBodyIndex].m_invMass,-frictionConstraint2.m_angularComponentB,-(b3Scalar)frictionConstraint2.m_appliedImpulse);
+ } else
+ {
+ frictionConstraint2.m_appliedImpulse = 0.f;
+ }
+ }
+}
+
+
+
+
+void b3PgsJacobiSolver::convertContact(b3RigidBodyData* bodies, b3InertiaData* inertias,b3Contact4* manifold,const b3ContactSolverInfo& infoGlobal)
+{
+ b3RigidBodyData* colObj0=0,*colObj1=0;
+
+
+ int solverBodyIdA = getOrInitSolverBody(manifold->getBodyA(),bodies,inertias);
+ int solverBodyIdB = getOrInitSolverBody(manifold->getBodyB(),bodies,inertias);
+
+// b3RigidBody* bodyA = b3RigidBody::upcast(colObj0);
+// b3RigidBody* bodyB = b3RigidBody::upcast(colObj1);
+
+ b3SolverBody* solverBodyA = &m_tmpSolverBodyPool[solverBodyIdA];
+ b3SolverBody* solverBodyB = &m_tmpSolverBodyPool[solverBodyIdB];
+
+
+
+ ///avoid collision response between two static objects
+ if (solverBodyA->m_invMass.isZero() && solverBodyB->m_invMass.isZero())
+ return;
+
+ int rollingFriction=1;
+ int numContacts = getNumContacts(manifold);
+ for (int j=0;j<numContacts;j++)
+ {
+
+ b3ContactPoint cp;
+ getContactPoint(manifold,j,cp);
+
+ if (cp.getDistance() <= getContactProcessingThreshold(manifold))
+ {
+ b3Vector3 rel_pos1;
+ b3Vector3 rel_pos2;
+ b3Scalar relaxation;
+ b3Scalar rel_vel;
+ b3Vector3 vel;
+
+ int frictionIndex = m_tmpSolverContactConstraintPool.size();
+ b3SolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expandNonInitializing();
+// b3RigidBody* rb0 = b3RigidBody::upcast(colObj0);
+// b3RigidBody* rb1 = b3RigidBody::upcast(colObj1);
+ solverConstraint.m_solverBodyIdA = solverBodyIdA;
+ solverConstraint.m_solverBodyIdB = solverBodyIdB;
+
+ solverConstraint.m_originalContactPoint = &cp;
+
+ setupContactConstraint(bodies,inertias,solverConstraint, solverBodyIdA, solverBodyIdB, cp, infoGlobal, vel, rel_vel, relaxation, rel_pos1, rel_pos2);
+
+// const b3Vector3& pos1 = cp.getPositionWorldOnA();
+// const b3Vector3& pos2 = cp.getPositionWorldOnB();
+
+ /////setup the friction constraints
+
+ solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size();
+
+ b3Vector3 angVelA,angVelB;
+ solverBodyA->getAngularVelocity(angVelA);
+ solverBodyB->getAngularVelocity(angVelB);
+ b3Vector3 relAngVel = angVelB-angVelA;
+
+ if ((cp.m_combinedRollingFriction>0.f) && (rollingFriction>0))
+ {
+ //only a single rollingFriction per manifold
+ rollingFriction--;
+ if (relAngVel.length()>infoGlobal.m_singleAxisRollingFrictionThreshold)
+ {
+ relAngVel.normalize();
+ if (relAngVel.length()>0.001)
+ addRollingFrictionConstraint(bodies,inertias,relAngVel,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ } else
+ {
+ addRollingFrictionConstraint(bodies,inertias,cp.m_normalWorldOnB,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+ b3Vector3 axis0,axis1;
+ b3PlaneSpace1(cp.m_normalWorldOnB,axis0,axis1);
+ if (axis0.length()>0.001)
+ addRollingFrictionConstraint(bodies,inertias,axis0,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+ if (axis1.length()>0.001)
+ addRollingFrictionConstraint(bodies,inertias,axis1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ }
+ }
+
+ ///Bullet has several options to set the friction directions
+ ///By default, each contact has only a single friction direction that is recomputed automatically very frame
+ ///based on the relative linear velocity.
+ ///If the relative velocity it zero, it will automatically compute a friction direction.
+
+ ///You can also enable two friction directions, using the B3_SOLVER_USE_2_FRICTION_DIRECTIONS.
+ ///In that case, the second friction direction will be orthogonal to both contact normal and first friction direction.
+ ///
+ ///If you choose B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION, then the friction will be independent from the relative projected velocity.
+ ///
+ ///The user can manually override the friction directions for certain contacts using a contact callback,
+ ///and set the cp.m_lateralFrictionInitialized to true
+ ///In that case, you can set the target relative motion in each friction direction (cp.m_contactMotion1 and cp.m_contactMotion2)
+ ///this will give a conveyor belt effect
+ ///
+ if (!(infoGlobal.m_solverMode & B3_SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized)
+ {
+ cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
+ b3Scalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
+ if (!(infoGlobal.m_solverMode & B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > B3_EPSILON)
+ {
+ cp.m_lateralFrictionDir1 *= 1.f/b3Sqrt(lat_rel_vel);
+ if((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS))
+ {
+ cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
+ cp.m_lateralFrictionDir2.normalize();//??
+ addFrictionConstraint(bodies,inertias,cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ }
+
+ addFrictionConstraint(bodies,inertias,cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ } else
+ {
+ b3PlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
+
+ if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS))
+ {
+ addFrictionConstraint(bodies,inertias,cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+ }
+
+ addFrictionConstraint(bodies,inertias,cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
+
+ if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS) && (infoGlobal.m_solverMode & B3_SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION))
+ {
+ cp.m_lateralFrictionInitialized = true;
+ }
+ }
+
+ } else
+ {
+ addFrictionConstraint(bodies,inertias,cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation,cp.m_contactMotion1, cp.m_contactCFM1);
+
+ if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS))
+ addFrictionConstraint(bodies,inertias,cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2);
+
+ setFrictionConstraintImpulse( bodies,inertias,solverConstraint, solverBodyIdA, solverBodyIdB, cp, infoGlobal);
+ }
+
+
+
+
+ }
+ }
+}
+
+b3Scalar b3PgsJacobiSolver::solveGroupCacheFriendlySetup(b3RigidBodyData* bodies, b3InertiaData* inertias, int numBodies, b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal)
+{
+ B3_PROFILE("solveGroupCacheFriendlySetup");
+
+
+ m_maxOverrideNumSolverIterations = 0;
+
+
+
+ m_tmpSolverBodyPool.resize(0);
+
+
+ m_bodyCount.resize(0);
+ m_bodyCount.resize(numBodies,0);
+ m_bodyCountCheck.resize(0);
+ m_bodyCountCheck.resize(numBodies,0);
+
+ m_deltaLinearVelocities.resize(0);
+ m_deltaLinearVelocities.resize(numBodies,b3MakeVector3(0,0,0));
+ m_deltaAngularVelocities.resize(0);
+ m_deltaAngularVelocities.resize(numBodies,b3MakeVector3(0,0,0));
+
+ //int totalBodies = 0;
+
+ for (int i=0;i<numConstraints;i++)
+ {
+ int bodyIndexA = constraints[i]->getRigidBodyA();
+ int bodyIndexB = constraints[i]->getRigidBodyB();
+ if (m_usePgs)
+ {
+ m_bodyCount[bodyIndexA]=-1;
+ m_bodyCount[bodyIndexB]=-1;
+ } else
+ {
+ //didn't implement joints with Jacobi version yet
+ b3Assert(0);
+ }
+
+ }
+ for (int i=0;i<numManifolds;i++)
+ {
+ int bodyIndexA = manifoldPtr[i].getBodyA();
+ int bodyIndexB = manifoldPtr[i].getBodyB();
+ if (m_usePgs)
+ {
+ m_bodyCount[bodyIndexA]=-1;
+ m_bodyCount[bodyIndexB]=-1;
+ } else
+ {
+ if (bodies[bodyIndexA].m_invMass)
+ {
+ //m_bodyCount[bodyIndexA]+=manifoldPtr[i].getNPoints();
+ m_bodyCount[bodyIndexA]++;
+ }
+ else
+ m_bodyCount[bodyIndexA]=-1;
+
+ if (bodies[bodyIndexB].m_invMass)
+ // m_bodyCount[bodyIndexB]+=manifoldPtr[i].getNPoints();
+ m_bodyCount[bodyIndexB]++;
+ else
+ m_bodyCount[bodyIndexB]=-1;
+ }
+
+ }
+
+
+
+ if (1)
+ {
+ int j;
+ for (j=0;j<numConstraints;j++)
+ {
+ b3TypedConstraint* constraint = constraints[j];
+
+ constraint->internalSetAppliedImpulse(0.0f);
+ }
+ }
+
+ //b3RigidBody* rb0=0,*rb1=0;
+ //if (1)
+ {
+ {
+
+ int totalNumRows = 0;
+ int i;
+
+ m_tmpConstraintSizesPool.resizeNoInitialize(numConstraints);
+ //calculate the total number of contraint rows
+ for (i=0;i<numConstraints;i++)
+ {
+ b3TypedConstraint::b3ConstraintInfo1& info1 = m_tmpConstraintSizesPool[i];
+ b3JointFeedback* fb = constraints[i]->getJointFeedback();
+ if (fb)
+ {
+ fb->m_appliedForceBodyA.setZero();
+ fb->m_appliedTorqueBodyA.setZero();
+ fb->m_appliedForceBodyB.setZero();
+ fb->m_appliedTorqueBodyB.setZero();
+ }
+
+ if (constraints[i]->isEnabled())
+ {
+ }
+ if (constraints[i]->isEnabled())
+ {
+ constraints[i]->getInfo1(&info1,bodies);
+ } else
+ {
+ info1.m_numConstraintRows = 0;
+ info1.nub = 0;
+ }
+ totalNumRows += info1.m_numConstraintRows;
+ }
+ m_tmpSolverNonContactConstraintPool.resizeNoInitialize(totalNumRows);
+
+
+#ifndef DISABLE_JOINTS
+ ///setup the b3SolverConstraints
+ int currentRow = 0;
+
+ for (i=0;i<numConstraints;i++)
+ {
+ const b3TypedConstraint::b3ConstraintInfo1& info1 = m_tmpConstraintSizesPool[i];
+
+ if (info1.m_numConstraintRows)
+ {
+ b3Assert(currentRow<totalNumRows);
+
+ b3SolverConstraint* currentConstraintRow = &m_tmpSolverNonContactConstraintPool[currentRow];
+ b3TypedConstraint* constraint = constraints[i];
+
+ b3RigidBodyData& rbA = bodies[ constraint->getRigidBodyA()];
+ //b3RigidBody& rbA = constraint->getRigidBodyA();
+ // b3RigidBody& rbB = constraint->getRigidBodyB();
+ b3RigidBodyData& rbB = bodies[ constraint->getRigidBodyB()];
+
+ int solverBodyIdA = getOrInitSolverBody(constraint->getRigidBodyA(),bodies,inertias);
+ int solverBodyIdB = getOrInitSolverBody(constraint->getRigidBodyB(),bodies,inertias);
+
+ b3SolverBody* bodyAPtr = &m_tmpSolverBodyPool[solverBodyIdA];
+ b3SolverBody* bodyBPtr = &m_tmpSolverBodyPool[solverBodyIdB];
+
+
+
+
+ int overrideNumSolverIterations = constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;
+ if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)
+ m_maxOverrideNumSolverIterations = overrideNumSolverIterations;
+
+
+ int j;
+ for ( j=0;j<info1.m_numConstraintRows;j++)
+ {
+ memset(&currentConstraintRow[j],0,sizeof(b3SolverConstraint));
+ currentConstraintRow[j].m_lowerLimit = -B3_INFINITY;
+ currentConstraintRow[j].m_upperLimit = B3_INFINITY;
+ currentConstraintRow[j].m_appliedImpulse = 0.f;
+ currentConstraintRow[j].m_appliedPushImpulse = 0.f;
+ currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA;
+ currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;
+ currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations;
+ }
+
+ bodyAPtr->internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
+ bodyAPtr->internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
+ bodyAPtr->internalGetPushVelocity().setValue(0.f,0.f,0.f);
+ bodyAPtr->internalGetTurnVelocity().setValue(0.f,0.f,0.f);
+ bodyBPtr->internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
+ bodyBPtr->internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
+ bodyBPtr->internalGetPushVelocity().setValue(0.f,0.f,0.f);
+ bodyBPtr->internalGetTurnVelocity().setValue(0.f,0.f,0.f);
+
+
+ b3TypedConstraint::b3ConstraintInfo2 info2;
+ info2.fps = 1.f/infoGlobal.m_timeStep;
+ info2.erp = infoGlobal.m_erp;
+ info2.m_J1linearAxis = currentConstraintRow->m_contactNormal;
+ info2.m_J1angularAxis = currentConstraintRow->m_relpos1CrossNormal;
+ info2.m_J2linearAxis = 0;
+ info2.m_J2angularAxis = currentConstraintRow->m_relpos2CrossNormal;
+ info2.rowskip = sizeof(b3SolverConstraint)/sizeof(b3Scalar);//check this
+ ///the size of b3SolverConstraint needs be a multiple of b3Scalar
+ b3Assert(info2.rowskip*sizeof(b3Scalar)== sizeof(b3SolverConstraint));
+ info2.m_constraintError = &currentConstraintRow->m_rhs;
+ currentConstraintRow->m_cfm = infoGlobal.m_globalCfm;
+ info2.m_damping = infoGlobal.m_damping;
+ info2.cfm = &currentConstraintRow->m_cfm;
+ info2.m_lowerLimit = &currentConstraintRow->m_lowerLimit;
+ info2.m_upperLimit = &currentConstraintRow->m_upperLimit;
+ info2.m_numIterations = infoGlobal.m_numIterations;
+ constraints[i]->getInfo2(&info2,bodies);
+
+ ///finalize the constraint setup
+ for ( j=0;j<info1.m_numConstraintRows;j++)
+ {
+ b3SolverConstraint& solverConstraint = currentConstraintRow[j];
+
+ if (solverConstraint.m_upperLimit>=constraints[i]->getBreakingImpulseThreshold())
+ {
+ solverConstraint.m_upperLimit = constraints[i]->getBreakingImpulseThreshold();
+ }
+
+ if (solverConstraint.m_lowerLimit<=-constraints[i]->getBreakingImpulseThreshold())
+ {
+ solverConstraint.m_lowerLimit = -constraints[i]->getBreakingImpulseThreshold();
+ }
+
+ solverConstraint.m_originalContactPoint = constraint;
+
+ b3Matrix3x3& invInertiaWorldA= inertias[constraint->getRigidBodyA()].m_invInertiaWorld;
+ {
+
+ //b3Vector3 angularFactorA(1,1,1);
+ const b3Vector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal;
+ solverConstraint.m_angularComponentA = invInertiaWorldA*ftorqueAxis1;//*angularFactorA;
+ }
+
+ b3Matrix3x3& invInertiaWorldB= inertias[constraint->getRigidBodyB()].m_invInertiaWorld;
+ {
+
+ const b3Vector3& ftorqueAxis2 = solverConstraint.m_relpos2CrossNormal;
+ solverConstraint.m_angularComponentB = invInertiaWorldB*ftorqueAxis2;//*constraint->getRigidBodyB().getAngularFactor();
+ }
+
+ {
+ //it is ok to use solverConstraint.m_contactNormal instead of -solverConstraint.m_contactNormal
+ //because it gets multiplied iMJlB
+ b3Vector3 iMJlA = solverConstraint.m_contactNormal*rbA.m_invMass;
+ b3Vector3 iMJaA = invInertiaWorldA*solverConstraint.m_relpos1CrossNormal;
+ b3Vector3 iMJlB = solverConstraint.m_contactNormal*rbB.m_invMass;//sign of normal?
+ b3Vector3 iMJaB = invInertiaWorldB*solverConstraint.m_relpos2CrossNormal;
+
+ b3Scalar sum = iMJlA.dot(solverConstraint.m_contactNormal);
+ sum += iMJaA.dot(solverConstraint.m_relpos1CrossNormal);
+ sum += iMJlB.dot(solverConstraint.m_contactNormal);
+ sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal);
+ b3Scalar fsum = b3Fabs(sum);
+ b3Assert(fsum > B3_EPSILON);
+ solverConstraint.m_jacDiagABInv = fsum>B3_EPSILON?b3Scalar(1.)/sum : 0.f;
+ }
+
+
+ ///fix rhs
+ ///todo: add force/torque accelerators
+ {
+ b3Scalar rel_vel;
+ b3Scalar vel1Dotn = solverConstraint.m_contactNormal.dot(rbA.m_linVel) + solverConstraint.m_relpos1CrossNormal.dot(rbA.m_angVel);
+ b3Scalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rbB.m_linVel) + solverConstraint.m_relpos2CrossNormal.dot(rbB.m_angVel);
+
+ rel_vel = vel1Dotn+vel2Dotn;
+
+ b3Scalar restitution = 0.f;
+ b3Scalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2
+ b3Scalar velocityError = restitution - rel_vel * info2.m_damping;
+ b3Scalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
+ b3Scalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
+ solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
+ solverConstraint.m_appliedImpulse = 0.f;
+
+ }
+ }
+ }
+ currentRow+=m_tmpConstraintSizesPool[i].m_numConstraintRows;
+ }
+#endif //DISABLE_JOINTS
+ }
+
+
+ {
+ int i;
+
+ for (i=0;i<numManifolds;i++)
+ {
+ b3Contact4& manifold = manifoldPtr[i];
+ convertContact(bodies,inertias,&manifold,infoGlobal);
+ }
+ }
+ }
+
+// b3ContactSolverInfo info = infoGlobal;
+
+
+ int numNonContactPool = m_tmpSolverNonContactConstraintPool.size();
+ int numConstraintPool = m_tmpSolverContactConstraintPool.size();
+ int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
+
+ ///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
+ m_orderNonContactConstraintPool.resizeNoInitialize(numNonContactPool);
+ if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS))
+ m_orderTmpConstraintPool.resizeNoInitialize(numConstraintPool*2);
+ else
+ m_orderTmpConstraintPool.resizeNoInitialize(numConstraintPool);
+
+ m_orderFrictionConstraintPool.resizeNoInitialize(numFrictionPool);
+ {
+ int i;
+ for (i=0;i<numNonContactPool;i++)
+ {
+ m_orderNonContactConstraintPool[i] = i;
+ }
+ for (i=0;i<numConstraintPool;i++)
+ {
+ m_orderTmpConstraintPool[i] = i;
+ }
+ for (i=0;i<numFrictionPool;i++)
+ {
+ m_orderFrictionConstraintPool[i] = i;
+ }
+ }
+
+ return 0.f;
+
+}
+
+
+b3Scalar b3PgsJacobiSolver::solveSingleIteration(int iteration,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal)
+{
+
+ int numNonContactPool = m_tmpSolverNonContactConstraintPool.size();
+ int numConstraintPool = m_tmpSolverContactConstraintPool.size();
+ int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
+
+ if (infoGlobal.m_solverMode & B3_SOLVER_RANDMIZE_ORDER)
+ {
+ if (1) // uncomment this for a bit less random ((iteration & 7) == 0)
+ {
+
+ for (int j=0; j<numNonContactPool; ++j) {
+ int tmp = m_orderNonContactConstraintPool[j];
+ int swapi = b3RandInt2(j+1);
+ m_orderNonContactConstraintPool[j] = m_orderNonContactConstraintPool[swapi];
+ m_orderNonContactConstraintPool[swapi] = tmp;
+ }
+
+ //contact/friction constraints are not solved more than
+ if (iteration< infoGlobal.m_numIterations)
+ {
+ for (int j=0; j<numConstraintPool; ++j) {
+ int tmp = m_orderTmpConstraintPool[j];
+ int swapi = b3RandInt2(j+1);
+ m_orderTmpConstraintPool[j] = m_orderTmpConstraintPool[swapi];
+ m_orderTmpConstraintPool[swapi] = tmp;
+ }
+
+ for (int j=0; j<numFrictionPool; ++j) {
+ int tmp = m_orderFrictionConstraintPool[j];
+ int swapi = b3RandInt2(j+1);
+ m_orderFrictionConstraintPool[j] = m_orderFrictionConstraintPool[swapi];
+ m_orderFrictionConstraintPool[swapi] = tmp;
+ }
+ }
+ }
+ }
+
+ if (infoGlobal.m_solverMode & B3_SOLVER_SIMD)
+ {
+ ///solve all joint constraints, using SIMD, if available
+ for (int j=0;j<m_tmpSolverNonContactConstraintPool.size();j++)
+ {
+ b3SolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[m_orderNonContactConstraintPool[j]];
+ if (iteration < constraint.m_overrideNumSolverIterations)
+ resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[constraint.m_solverBodyIdA],m_tmpSolverBodyPool[constraint.m_solverBodyIdB],constraint);
+ }
+
+ if (iteration< infoGlobal.m_numIterations)
+ {
+
+ ///solve all contact constraints using SIMD, if available
+ if (infoGlobal.m_solverMode & B3_SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS)
+ {
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
+ int multiplier = (infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS)? 2 : 1;
+
+ for (int c=0;c<numPoolConstraints;c++)
+ {
+ b3Scalar totalImpulse =0;
+
+ {
+ const b3SolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[c]];
+ resolveSingleConstraintRowLowerLimitSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ totalImpulse = solveManifold.m_appliedImpulse;
+ }
+ bool applyFriction = true;
+ if (applyFriction)
+ {
+ {
+
+ b3SolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[c*multiplier]];
+
+ if (totalImpulse>b3Scalar(0))
+ {
+ solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);
+ solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse;
+
+ resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ }
+
+ if (infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS)
+ {
+
+ b3SolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[c*multiplier+1]];
+
+ if (totalImpulse>b3Scalar(0))
+ {
+ solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);
+ solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse;
+
+ resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ }
+ }
+ }
+
+ }
+ else//B3_SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS
+ {
+ //solve the friction constraints after all contact constraints, don't interleave them
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
+ int j;
+
+ for (j=0;j<numPoolConstraints;j++)
+ {
+ const b3SolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
+ resolveSingleConstraintRowLowerLimitSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+
+ }
+
+ if (!m_usePgs)
+ averageVelocities();
+
+
+ ///solve all friction constraints, using SIMD, if available
+
+ int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size();
+ for (j=0;j<numFrictionPoolConstraints;j++)
+ {
+ b3SolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]];
+ b3Scalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
+
+ if (totalImpulse>b3Scalar(0))
+ {
+ solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);
+ solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse;
+
+ resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ }
+
+
+ int numRollingFrictionPoolConstraints = m_tmpSolverContactRollingFrictionConstraintPool.size();
+ for (j=0;j<numRollingFrictionPoolConstraints;j++)
+ {
+
+ b3SolverConstraint& rollingFrictionConstraint = m_tmpSolverContactRollingFrictionConstraintPool[j];
+ b3Scalar totalImpulse = m_tmpSolverContactConstraintPool[rollingFrictionConstraint.m_frictionIndex].m_appliedImpulse;
+ if (totalImpulse>b3Scalar(0))
+ {
+ b3Scalar rollingFrictionMagnitude = rollingFrictionConstraint.m_friction*totalImpulse;
+ if (rollingFrictionMagnitude>rollingFrictionConstraint.m_friction)
+ rollingFrictionMagnitude = rollingFrictionConstraint.m_friction;
+
+ rollingFrictionConstraint.m_lowerLimit = -rollingFrictionMagnitude;
+ rollingFrictionConstraint.m_upperLimit = rollingFrictionMagnitude;
+
+ resolveSingleConstraintRowGenericSIMD(m_tmpSolverBodyPool[rollingFrictionConstraint.m_solverBodyIdA],m_tmpSolverBodyPool[rollingFrictionConstraint.m_solverBodyIdB],rollingFrictionConstraint);
+ }
+ }
+
+
+ }
+ }
+ } else
+ {
+ //non-SIMD version
+ ///solve all joint constraints
+ for (int j=0;j<m_tmpSolverNonContactConstraintPool.size();j++)
+ {
+ b3SolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[m_orderNonContactConstraintPool[j]];
+ if (iteration < constraint.m_overrideNumSolverIterations)
+ resolveSingleConstraintRowGeneric(m_tmpSolverBodyPool[constraint.m_solverBodyIdA],m_tmpSolverBodyPool[constraint.m_solverBodyIdB],constraint);
+ }
+
+ if (iteration< infoGlobal.m_numIterations)
+ {
+
+ ///solve all contact constraints
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
+ for (int j=0;j<numPoolConstraints;j++)
+ {
+ const b3SolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
+ resolveSingleConstraintRowLowerLimit(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ ///solve all friction constraints
+ int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size();
+ for (int j=0;j<numFrictionPoolConstraints;j++)
+ {
+ b3SolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]];
+ b3Scalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
+
+ if (totalImpulse>b3Scalar(0))
+ {
+ solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);
+ solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse;
+
+ resolveSingleConstraintRowGeneric(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ }
+
+ int numRollingFrictionPoolConstraints = m_tmpSolverContactRollingFrictionConstraintPool.size();
+ for (int j=0;j<numRollingFrictionPoolConstraints;j++)
+ {
+ b3SolverConstraint& rollingFrictionConstraint = m_tmpSolverContactRollingFrictionConstraintPool[j];
+ b3Scalar totalImpulse = m_tmpSolverContactConstraintPool[rollingFrictionConstraint.m_frictionIndex].m_appliedImpulse;
+ if (totalImpulse>b3Scalar(0))
+ {
+ b3Scalar rollingFrictionMagnitude = rollingFrictionConstraint.m_friction*totalImpulse;
+ if (rollingFrictionMagnitude>rollingFrictionConstraint.m_friction)
+ rollingFrictionMagnitude = rollingFrictionConstraint.m_friction;
+
+ rollingFrictionConstraint.m_lowerLimit = -rollingFrictionMagnitude;
+ rollingFrictionConstraint.m_upperLimit = rollingFrictionMagnitude;
+
+ resolveSingleConstraintRowGeneric(m_tmpSolverBodyPool[rollingFrictionConstraint.m_solverBodyIdA],m_tmpSolverBodyPool[rollingFrictionConstraint.m_solverBodyIdB],rollingFrictionConstraint);
+ }
+ }
+ }
+ }
+ return 0.f;
+}
+
+
+void b3PgsJacobiSolver::solveGroupCacheFriendlySplitImpulseIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal)
+{
+ int iteration;
+ if (infoGlobal.m_splitImpulse)
+ {
+ if (infoGlobal.m_solverMode & B3_SOLVER_SIMD)
+ {
+ for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++)
+ {
+ {
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
+ int j;
+ for (j=0;j<numPoolConstraints;j++)
+ {
+ const b3SolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
+
+ resolveSplitPenetrationSIMD(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ }
+ }
+ }
+ else
+ {
+ for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++)
+ {
+ {
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
+ int j;
+ for (j=0;j<numPoolConstraints;j++)
+ {
+ const b3SolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
+
+ resolveSplitPenetrationImpulseCacheFriendly(m_tmpSolverBodyPool[solveManifold.m_solverBodyIdA],m_tmpSolverBodyPool[solveManifold.m_solverBodyIdB],solveManifold);
+ }
+ }
+ }
+ }
+ }
+}
+
+b3Scalar b3PgsJacobiSolver::solveGroupCacheFriendlyIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal)
+{
+ B3_PROFILE("solveGroupCacheFriendlyIterations");
+
+ {
+ ///this is a special step to resolve penetrations (just for contacts)
+ solveGroupCacheFriendlySplitImpulseIterations(constraints,numConstraints,infoGlobal);
+
+ int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
+
+ for ( int iteration = 0 ; iteration< maxIterations ; iteration++)
+ //for ( int iteration = maxIterations-1 ; iteration >= 0;iteration--)
+ {
+
+ solveSingleIteration(iteration, constraints,numConstraints,infoGlobal);
+
+
+ if (!m_usePgs)
+ {
+ averageVelocities();
+ }
+ }
+
+ }
+ return 0.f;
+}
+
+void b3PgsJacobiSolver::averageVelocities()
+{
+ B3_PROFILE("averaging");
+ //average the velocities
+ int numBodies = m_bodyCount.size();
+
+ m_deltaLinearVelocities.resize(0);
+ m_deltaLinearVelocities.resize(numBodies,b3MakeVector3(0,0,0));
+ m_deltaAngularVelocities.resize(0);
+ m_deltaAngularVelocities.resize(numBodies,b3MakeVector3(0,0,0));
+
+ for (int i=0;i<m_tmpSolverBodyPool.size();i++)
+ {
+ if (!m_tmpSolverBodyPool[i].m_invMass.isZero())
+ {
+ int orgBodyIndex = m_tmpSolverBodyPool[i].m_originalBodyIndex;
+ m_deltaLinearVelocities[orgBodyIndex]+=m_tmpSolverBodyPool[i].getDeltaLinearVelocity();
+ m_deltaAngularVelocities[orgBodyIndex]+=m_tmpSolverBodyPool[i].getDeltaAngularVelocity();
+ }
+ }
+
+ for (int i=0;i<m_tmpSolverBodyPool.size();i++)
+ {
+ int orgBodyIndex = m_tmpSolverBodyPool[i].m_originalBodyIndex;
+
+ if (!m_tmpSolverBodyPool[i].m_invMass.isZero())
+ {
+
+ b3Assert(m_bodyCount[orgBodyIndex] == m_bodyCountCheck[orgBodyIndex]);
+
+ b3Scalar factor = 1.f/b3Scalar(m_bodyCount[orgBodyIndex]);
+
+
+ m_tmpSolverBodyPool[i].m_deltaLinearVelocity = m_deltaLinearVelocities[orgBodyIndex]*factor;
+ m_tmpSolverBodyPool[i].m_deltaAngularVelocity = m_deltaAngularVelocities[orgBodyIndex]*factor;
+ }
+ }
+}
+
+b3Scalar b3PgsJacobiSolver::solveGroupCacheFriendlyFinish(b3RigidBodyData* bodies,b3InertiaData* inertias,int numBodies,const b3ContactSolverInfo& infoGlobal)
+{
+ B3_PROFILE("solveGroupCacheFriendlyFinish");
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
+ int i,j;
+
+ if (infoGlobal.m_solverMode & B3_SOLVER_USE_WARMSTARTING)
+ {
+ for (j=0;j<numPoolConstraints;j++)
+ {
+ const b3SolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[j];
+ b3ContactPoint* pt = (b3ContactPoint*) solveManifold.m_originalContactPoint;
+ b3Assert(pt);
+ pt->m_appliedImpulse = solveManifold.m_appliedImpulse;
+ // float f = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
+ // printf("pt->m_appliedImpulseLateral1 = %f\n", f);
+ pt->m_appliedImpulseLateral1 = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
+ //printf("pt->m_appliedImpulseLateral1 = %f\n", pt->m_appliedImpulseLateral1);
+ if ((infoGlobal.m_solverMode & B3_SOLVER_USE_2_FRICTION_DIRECTIONS))
+ {
+ pt->m_appliedImpulseLateral2 = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex+1].m_appliedImpulse;
+ }
+ //do a callback here?
+ }
+ }
+
+ numPoolConstraints = m_tmpSolverNonContactConstraintPool.size();
+ for (j=0;j<numPoolConstraints;j++)
+ {
+ const b3SolverConstraint& solverConstr = m_tmpSolverNonContactConstraintPool[j];
+ b3TypedConstraint* constr = (b3TypedConstraint*)solverConstr.m_originalContactPoint;
+ b3JointFeedback* fb = constr->getJointFeedback();
+ if (fb)
+ {
+ b3SolverBody* bodyA = &m_tmpSolverBodyPool[solverConstr.m_solverBodyIdA];
+ b3SolverBody* bodyB = &m_tmpSolverBodyPool[solverConstr.m_solverBodyIdB];
+
+ fb->m_appliedForceBodyA += solverConstr.m_contactNormal*solverConstr.m_appliedImpulse*bodyA->m_linearFactor/infoGlobal.m_timeStep;
+ fb->m_appliedForceBodyB += -solverConstr.m_contactNormal*solverConstr.m_appliedImpulse*bodyB->m_linearFactor/infoGlobal.m_timeStep;
+ fb->m_appliedTorqueBodyA += solverConstr.m_relpos1CrossNormal* bodyA->m_angularFactor*solverConstr.m_appliedImpulse/infoGlobal.m_timeStep;
+ fb->m_appliedTorqueBodyB += -solverConstr.m_relpos1CrossNormal* bodyB->m_angularFactor*solverConstr.m_appliedImpulse/infoGlobal.m_timeStep;
+
+ }
+
+ constr->internalSetAppliedImpulse(solverConstr.m_appliedImpulse);
+ if (b3Fabs(solverConstr.m_appliedImpulse)>=constr->getBreakingImpulseThreshold())
+ {
+ constr->setEnabled(false);
+ }
+ }
+
+ {
+ B3_PROFILE("write back velocities and transforms");
+ for ( i=0;i<m_tmpSolverBodyPool.size();i++)
+ {
+ int bodyIndex = m_tmpSolverBodyPool[i].m_originalBodyIndex;
+ //b3Assert(i==bodyIndex);
+
+ b3RigidBodyData* body = &bodies[bodyIndex];
+ if (body->m_invMass)
+ {
+ if (infoGlobal.m_splitImpulse)
+ m_tmpSolverBodyPool[i].writebackVelocityAndTransform(infoGlobal.m_timeStep, infoGlobal.m_splitImpulseTurnErp);
+ else
+ m_tmpSolverBodyPool[i].writebackVelocity();
+
+ if (m_usePgs)
+ {
+ body->m_linVel = m_tmpSolverBodyPool[i].m_linearVelocity;
+ body->m_angVel = m_tmpSolverBodyPool[i].m_angularVelocity;
+ } else
+ {
+ b3Scalar factor = 1.f/b3Scalar(m_bodyCount[bodyIndex]);
+
+ b3Vector3 deltaLinVel = m_deltaLinearVelocities[bodyIndex]*factor;
+ b3Vector3 deltaAngVel = m_deltaAngularVelocities[bodyIndex]*factor;
+ //printf("body %d\n",bodyIndex);
+ //printf("deltaLinVel = %f,%f,%f\n",deltaLinVel.getX(),deltaLinVel.getY(),deltaLinVel.getZ());
+ //printf("deltaAngVel = %f,%f,%f\n",deltaAngVel.getX(),deltaAngVel.getY(),deltaAngVel.getZ());
+
+ body->m_linVel += deltaLinVel;
+ body->m_angVel += deltaAngVel;
+ }
+
+ if (infoGlobal.m_splitImpulse)
+ {
+ body->m_pos = m_tmpSolverBodyPool[i].m_worldTransform.getOrigin();
+ b3Quaternion orn;
+ orn = m_tmpSolverBodyPool[i].m_worldTransform.getRotation();
+ body->m_quat = orn;
+ }
+ }
+ }
+ }
+
+
+ m_tmpSolverContactConstraintPool.resizeNoInitialize(0);
+ m_tmpSolverNonContactConstraintPool.resizeNoInitialize(0);
+ m_tmpSolverContactFrictionConstraintPool.resizeNoInitialize(0);
+ m_tmpSolverContactRollingFrictionConstraintPool.resizeNoInitialize(0);
+
+ m_tmpSolverBodyPool.resizeNoInitialize(0);
+ return 0.f;
+}
+
+
+
+void b3PgsJacobiSolver::reset()
+{
+ m_btSeed2 = 0;
+} \ No newline at end of file
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.h
new file mode 100644
index 0000000000..d2ca307fab
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.h
@@ -0,0 +1,149 @@
+#ifndef B3_PGS_JACOBI_SOLVER
+#define B3_PGS_JACOBI_SOLVER
+
+
+struct b3Contact4;
+struct b3ContactPoint;
+
+
+class b3Dispatcher;
+
+#include "b3TypedConstraint.h"
+#include "b3ContactSolverInfo.h"
+#include "b3SolverBody.h"
+#include "b3SolverConstraint.h"
+
+struct b3RigidBodyData;
+struct b3InertiaData;
+
+class b3PgsJacobiSolver
+{
+
+protected:
+ b3AlignedObjectArray<b3SolverBody> m_tmpSolverBodyPool;
+ b3ConstraintArray m_tmpSolverContactConstraintPool;
+ b3ConstraintArray m_tmpSolverNonContactConstraintPool;
+ b3ConstraintArray m_tmpSolverContactFrictionConstraintPool;
+ b3ConstraintArray m_tmpSolverContactRollingFrictionConstraintPool;
+
+ b3AlignedObjectArray<int> m_orderTmpConstraintPool;
+ b3AlignedObjectArray<int> m_orderNonContactConstraintPool;
+ b3AlignedObjectArray<int> m_orderFrictionConstraintPool;
+ b3AlignedObjectArray<b3TypedConstraint::b3ConstraintInfo1> m_tmpConstraintSizesPool;
+
+ b3AlignedObjectArray<int> m_bodyCount;
+ b3AlignedObjectArray<int> m_bodyCountCheck;
+
+ b3AlignedObjectArray<b3Vector3> m_deltaLinearVelocities;
+ b3AlignedObjectArray<b3Vector3> m_deltaAngularVelocities;
+
+ bool m_usePgs;
+ void averageVelocities();
+
+ int m_maxOverrideNumSolverIterations;
+
+ int m_numSplitImpulseRecoveries;
+
+ b3Scalar getContactProcessingThreshold(b3Contact4* contact)
+ {
+ return 0.02f;
+ }
+ void setupFrictionConstraint( b3RigidBodyData* bodies,b3InertiaData* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
+ b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
+ b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation,
+ b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
+
+ void setupRollingFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
+ b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
+ b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation,
+ b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
+
+ b3SolverConstraint& addFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
+ b3SolverConstraint& addRollingFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity=0, b3Scalar cfmSlip=0.f);
+
+
+ void setupContactConstraint(b3RigidBodyData* bodies, b3InertiaData* inertias,
+ b3SolverConstraint& solverConstraint, int solverBodyIdA, int solverBodyIdB, b3ContactPoint& cp,
+ const b3ContactSolverInfo& infoGlobal, b3Vector3& vel, b3Scalar& rel_vel, b3Scalar& relaxation,
+ b3Vector3& rel_pos1, b3Vector3& rel_pos2);
+
+ void setFrictionConstraintImpulse( b3RigidBodyData* bodies, b3InertiaData* inertias,b3SolverConstraint& solverConstraint, int solverBodyIdA,int solverBodyIdB,
+ b3ContactPoint& cp, const b3ContactSolverInfo& infoGlobal);
+
+ ///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
+ unsigned long m_btSeed2;
+
+
+ b3Scalar restitutionCurve(b3Scalar rel_vel, b3Scalar restitution);
+
+ void convertContact(b3RigidBodyData* bodies, b3InertiaData* inertias,b3Contact4* manifold,const b3ContactSolverInfo& infoGlobal);
+
+
+ void resolveSplitPenetrationSIMD(
+ b3SolverBody& bodyA,b3SolverBody& bodyB,
+ const b3SolverConstraint& contactConstraint);
+
+ void resolveSplitPenetrationImpulseCacheFriendly(
+ b3SolverBody& bodyA,b3SolverBody& bodyB,
+ const b3SolverConstraint& contactConstraint);
+
+ //internal method
+ int getOrInitSolverBody(int bodyIndex, b3RigidBodyData* bodies,b3InertiaData* inertias);
+ void initSolverBody(int bodyIndex, b3SolverBody* solverBody, b3RigidBodyData* collisionObject);
+
+ void resolveSingleConstraintRowGeneric(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
+
+ void resolveSingleConstraintRowGenericSIMD(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
+
+ void resolveSingleConstraintRowLowerLimit(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
+
+ void resolveSingleConstraintRowLowerLimitSIMD(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
+
+protected:
+
+ virtual b3Scalar solveGroupCacheFriendlySetup(b3RigidBodyData* bodies, b3InertiaData* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
+
+
+ virtual b3Scalar solveGroupCacheFriendlyIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
+ virtual void solveGroupCacheFriendlySplitImpulseIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
+ b3Scalar solveSingleIteration(int iteration, b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
+
+
+ virtual b3Scalar solveGroupCacheFriendlyFinish(b3RigidBodyData* bodies, b3InertiaData* inertias,int numBodies,const b3ContactSolverInfo& infoGlobal);
+
+
+public:
+
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3PgsJacobiSolver(bool usePgs);
+ virtual ~b3PgsJacobiSolver();
+
+// void solveContacts(int numBodies, b3RigidBodyData* bodies, b3InertiaData* inertias, int numContacts, b3Contact4* contacts);
+ void solveContacts(int numBodies, b3RigidBodyData* bodies, b3InertiaData* inertias, int numContacts, b3Contact4* contacts, int numConstraints, b3TypedConstraint** constraints);
+
+ b3Scalar solveGroup(b3RigidBodyData* bodies,b3InertiaData* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
+
+ ///clear internal cached data and reset random seed
+ virtual void reset();
+
+ unsigned long b3Rand2();
+
+ int b3RandInt2 (int n);
+
+ void setRandSeed(unsigned long seed)
+ {
+ m_btSeed2 = seed;
+ }
+ unsigned long getRandSeed() const
+ {
+ return m_btSeed2;
+ }
+
+
+
+
+};
+
+#endif //B3_PGS_JACOBI_SOLVER
+
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.cpp
new file mode 100644
index 0000000000..02c11db320
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.cpp
@@ -0,0 +1,209 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+
+#include "b3Point2PointConstraint.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+
+#include <new>
+
+
+
+
+
+b3Point2PointConstraint::b3Point2PointConstraint(int rbA,int rbB, const b3Vector3& pivotInA,const b3Vector3& pivotInB)
+:b3TypedConstraint(B3_POINT2POINT_CONSTRAINT_TYPE,rbA,rbB),m_pivotInA(pivotInA),m_pivotInB(pivotInB),
+m_flags(0)
+{
+
+}
+
+/*
+b3Point2PointConstraint::b3Point2PointConstraint(int rbA,const b3Vector3& pivotInA)
+:b3TypedConstraint(B3_POINT2POINT_CONSTRAINT_TYPE,rbA),m_pivotInA(pivotInA),m_pivotInB(rbA.getCenterOfMassTransform()(pivotInA)),
+m_flags(0),
+m_useSolveConstraintObsolete(false)
+{
+
+}
+*/
+
+
+void b3Point2PointConstraint::getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies)
+{
+ getInfo1NonVirtual(info,bodies);
+}
+
+void b3Point2PointConstraint::getInfo1NonVirtual (b3ConstraintInfo1* info,const b3RigidBodyData* bodies)
+{
+ info->m_numConstraintRows = 3;
+ info->nub = 3;
+}
+
+
+
+
+void b3Point2PointConstraint::getInfo2 (b3ConstraintInfo2* info, const b3RigidBodyData* bodies)
+{
+ b3Transform trA;
+ trA.setIdentity();
+ trA.setOrigin(bodies[m_rbA].m_pos);
+ trA.setRotation(bodies[m_rbA].m_quat);
+
+ b3Transform trB;
+ trB.setIdentity();
+ trB.setOrigin(bodies[m_rbB].m_pos);
+ trB.setRotation(bodies[m_rbB].m_quat);
+
+ getInfo2NonVirtual(info, trA,trB);
+}
+
+void b3Point2PointConstraint::getInfo2NonVirtual (b3ConstraintInfo2* info, const b3Transform& body0_trans, const b3Transform& body1_trans)
+{
+
+ //retrieve matrices
+
+ // anchor points in global coordinates with respect to body PORs.
+
+ // set jacobian
+ info->m_J1linearAxis[0] = 1;
+ info->m_J1linearAxis[info->rowskip+1] = 1;
+ info->m_J1linearAxis[2*info->rowskip+2] = 1;
+
+ b3Vector3 a1 = body0_trans.getBasis()*getPivotInA();
+ //b3Vector3 a1a = b3QuatRotate(body0_trans.getRotation(),getPivotInA());
+
+ {
+ b3Vector3* angular0 = (b3Vector3*)(info->m_J1angularAxis);
+ b3Vector3* angular1 = (b3Vector3*)(info->m_J1angularAxis+info->rowskip);
+ b3Vector3* angular2 = (b3Vector3*)(info->m_J1angularAxis+2*info->rowskip);
+ b3Vector3 a1neg = -a1;
+ a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2);
+ }
+
+ if (info->m_J2linearAxis)
+ {
+ info->m_J2linearAxis[0] = -1;
+ info->m_J2linearAxis[info->rowskip+1] = -1;
+ info->m_J2linearAxis[2*info->rowskip+2] = -1;
+ }
+
+ b3Vector3 a2 = body1_trans.getBasis()*getPivotInB();
+
+ {
+ // b3Vector3 a2n = -a2;
+ b3Vector3* angular0 = (b3Vector3*)(info->m_J2angularAxis);
+ b3Vector3* angular1 = (b3Vector3*)(info->m_J2angularAxis+info->rowskip);
+ b3Vector3* angular2 = (b3Vector3*)(info->m_J2angularAxis+2*info->rowskip);
+ a2.getSkewSymmetricMatrix(angular0,angular1,angular2);
+ }
+
+
+
+ // set right hand side
+ b3Scalar currERP = (m_flags & B3_P2P_FLAGS_ERP) ? m_erp : info->erp;
+ b3Scalar k = info->fps * currERP;
+ int j;
+ for (j=0; j<3; j++)
+ {
+ info->m_constraintError[j*info->rowskip] = k * (a2[j] + body1_trans.getOrigin()[j] - a1[j] - body0_trans.getOrigin()[j]);
+ //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]);
+ }
+ if(m_flags & B3_P2P_FLAGS_CFM)
+ {
+ for (j=0; j<3; j++)
+ {
+ info->cfm[j*info->rowskip] = m_cfm;
+ }
+ }
+
+ b3Scalar impulseClamp = m_setting.m_impulseClamp;//
+ for (j=0; j<3; j++)
+ {
+ if (m_setting.m_impulseClamp > 0)
+ {
+ info->m_lowerLimit[j*info->rowskip] = -impulseClamp;
+ info->m_upperLimit[j*info->rowskip] = impulseClamp;
+ }
+ }
+ info->m_damping = m_setting.m_damping;
+
+}
+
+
+
+void b3Point2PointConstraint::updateRHS(b3Scalar timeStep)
+{
+ (void)timeStep;
+
+}
+
+///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
+///If no axis is provided, it uses the default axis for this constraint.
+void b3Point2PointConstraint::setParam(int num, b3Scalar value, int axis)
+{
+ if(axis != -1)
+ {
+ b3AssertConstrParams(0);
+ }
+ else
+ {
+ switch(num)
+ {
+ case B3_CONSTRAINT_ERP :
+ case B3_CONSTRAINT_STOP_ERP :
+ m_erp = value;
+ m_flags |= B3_P2P_FLAGS_ERP;
+ break;
+ case B3_CONSTRAINT_CFM :
+ case B3_CONSTRAINT_STOP_CFM :
+ m_cfm = value;
+ m_flags |= B3_P2P_FLAGS_CFM;
+ break;
+ default:
+ b3AssertConstrParams(0);
+ }
+ }
+}
+
+///return the local value of parameter
+b3Scalar b3Point2PointConstraint::getParam(int num, int axis) const
+{
+ b3Scalar retVal(B3_INFINITY);
+ if(axis != -1)
+ {
+ b3AssertConstrParams(0);
+ }
+ else
+ {
+ switch(num)
+ {
+ case B3_CONSTRAINT_ERP :
+ case B3_CONSTRAINT_STOP_ERP :
+ b3AssertConstrParams(m_flags & B3_P2P_FLAGS_ERP);
+ retVal = m_erp;
+ break;
+ case B3_CONSTRAINT_CFM :
+ case B3_CONSTRAINT_STOP_CFM :
+ b3AssertConstrParams(m_flags & B3_P2P_FLAGS_CFM);
+ retVal = m_cfm;
+ break;
+ default:
+ b3AssertConstrParams(0);
+ }
+ }
+ return retVal;
+}
+
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h
new file mode 100644
index 0000000000..681b487334
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h
@@ -0,0 +1,159 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef B3_POINT2POINTCONSTRAINT_H
+#define B3_POINT2POINTCONSTRAINT_H
+
+#include "Bullet3Common/b3Vector3.h"
+//#include "b3JacobianEntry.h"
+#include "b3TypedConstraint.h"
+
+class b3RigidBody;
+
+
+#ifdef B3_USE_DOUBLE_PRECISION
+#define b3Point2PointConstraintData b3Point2PointConstraintDoubleData
+#define b3Point2PointConstraintDataName "b3Point2PointConstraintDoubleData"
+#else
+#define b3Point2PointConstraintData b3Point2PointConstraintFloatData
+#define b3Point2PointConstraintDataName "b3Point2PointConstraintFloatData"
+#endif //B3_USE_DOUBLE_PRECISION
+
+struct b3ConstraintSetting
+{
+ b3ConstraintSetting() :
+ m_tau(b3Scalar(0.3)),
+ m_damping(b3Scalar(1.)),
+ m_impulseClamp(b3Scalar(0.))
+ {
+ }
+ b3Scalar m_tau;
+ b3Scalar m_damping;
+ b3Scalar m_impulseClamp;
+};
+
+enum b3Point2PointFlags
+{
+ B3_P2P_FLAGS_ERP = 1,
+ B3_P2P_FLAGS_CFM = 2
+};
+
+/// point to point constraint between two rigidbodies each with a pivotpoint that descibes the 'ballsocket' location in local space
+B3_ATTRIBUTE_ALIGNED16(class) b3Point2PointConstraint : public b3TypedConstraint
+{
+#ifdef IN_PARALLELL_SOLVER
+public:
+#endif
+
+ b3Vector3 m_pivotInA;
+ b3Vector3 m_pivotInB;
+
+ int m_flags;
+ b3Scalar m_erp;
+ b3Scalar m_cfm;
+
+public:
+
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3ConstraintSetting m_setting;
+
+ b3Point2PointConstraint(int rbA,int rbB, const b3Vector3& pivotInA,const b3Vector3& pivotInB);
+
+ //b3Point2PointConstraint(int rbA,const b3Vector3& pivotInA);
+
+
+
+ virtual void getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ void getInfo1NonVirtual (b3ConstraintInfo1* info,const b3RigidBodyData* bodies);
+
+ virtual void getInfo2 (b3ConstraintInfo2* info, const b3RigidBodyData* bodies);
+
+ void getInfo2NonVirtual (b3ConstraintInfo2* info, const b3Transform& body0_trans, const b3Transform& body1_trans);
+
+ void updateRHS(b3Scalar timeStep);
+
+ void setPivotA(const b3Vector3& pivotA)
+ {
+ m_pivotInA = pivotA;
+ }
+
+ void setPivotB(const b3Vector3& pivotB)
+ {
+ m_pivotInB = pivotB;
+ }
+
+ const b3Vector3& getPivotInA() const
+ {
+ return m_pivotInA;
+ }
+
+ const b3Vector3& getPivotInB() const
+ {
+ return m_pivotInB;
+ }
+
+ ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
+ ///If no axis is provided, it uses the default axis for this constraint.
+ virtual void setParam(int num, b3Scalar value, int axis = -1);
+ ///return the local value of parameter
+ virtual b3Scalar getParam(int num, int axis = -1) const;
+
+// virtual int calculateSerializeBufferSize() const;
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+// virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
+
+
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct b3Point2PointConstraintFloatData
+{
+ b3TypedConstraintData m_typeConstraintData;
+ b3Vector3FloatData m_pivotInA;
+ b3Vector3FloatData m_pivotInB;
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct b3Point2PointConstraintDoubleData
+{
+ b3TypedConstraintData m_typeConstraintData;
+ b3Vector3DoubleData m_pivotInA;
+ b3Vector3DoubleData m_pivotInB;
+};
+
+/*
+B3_FORCE_INLINE int b3Point2PointConstraint::calculateSerializeBufferSize() const
+{
+ return sizeof(b3Point2PointConstraintData);
+
+}
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+B3_FORCE_INLINE const char* b3Point2PointConstraint::serialize(void* dataBuffer, b3Serializer* serializer) const
+{
+ b3Point2PointConstraintData* p2pData = (b3Point2PointConstraintData*)dataBuffer;
+
+ b3TypedConstraint::serialize(&p2pData->m_typeConstraintData,serializer);
+ m_pivotInA.serialize(p2pData->m_pivotInA);
+ m_pivotInB.serialize(p2pData->m_pivotInB);
+
+ return b3Point2PointConstraintDataName;
+}
+*/
+
+#endif //B3_POINT2POINTCONSTRAINT_H
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h
new file mode 100644
index 0000000000..0049317d98
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h
@@ -0,0 +1,302 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef B3_SOLVER_BODY_H
+#define B3_SOLVER_BODY_H
+
+
+#include "Bullet3Common/b3Vector3.h"
+#include "Bullet3Common/b3Matrix3x3.h"
+
+#include "Bullet3Common/b3AlignedAllocator.h"
+#include "Bullet3Common/b3TransformUtil.h"
+
+///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
+#ifdef B3_USE_SSE
+#define USE_SIMD 1
+#endif //
+
+
+#ifdef USE_SIMD
+
+struct b3SimdScalar
+{
+ B3_FORCE_INLINE b3SimdScalar()
+ {
+
+ }
+
+ B3_FORCE_INLINE b3SimdScalar(float fl)
+ :m_vec128 (_mm_set1_ps(fl))
+ {
+ }
+
+ B3_FORCE_INLINE b3SimdScalar(__m128 v128)
+ :m_vec128(v128)
+ {
+ }
+ union
+ {
+ __m128 m_vec128;
+ float m_floats[4];
+ float x,y,z,w;
+ int m_ints[4];
+ b3Scalar m_unusedPadding;
+ };
+ B3_FORCE_INLINE __m128 get128()
+ {
+ return m_vec128;
+ }
+
+ B3_FORCE_INLINE const __m128 get128() const
+ {
+ return m_vec128;
+ }
+
+ B3_FORCE_INLINE void set128(__m128 v128)
+ {
+ m_vec128 = v128;
+ }
+
+ B3_FORCE_INLINE operator __m128()
+ {
+ return m_vec128;
+ }
+ B3_FORCE_INLINE operator const __m128() const
+ {
+ return m_vec128;
+ }
+
+ B3_FORCE_INLINE operator float() const
+ {
+ return m_floats[0];
+ }
+
+};
+
+///@brief Return the elementwise product of two b3SimdScalar
+B3_FORCE_INLINE b3SimdScalar
+operator*(const b3SimdScalar& v1, const b3SimdScalar& v2)
+{
+ return b3SimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
+}
+
+///@brief Return the elementwise product of two b3SimdScalar
+B3_FORCE_INLINE b3SimdScalar
+operator+(const b3SimdScalar& v1, const b3SimdScalar& v2)
+{
+ return b3SimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
+}
+
+
+#else
+#define b3SimdScalar b3Scalar
+#endif
+
+///The b3SolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
+B3_ATTRIBUTE_ALIGNED16 (struct) b3SolverBody
+{
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+ b3Transform m_worldTransform;
+ b3Vector3 m_deltaLinearVelocity;
+ b3Vector3 m_deltaAngularVelocity;
+ b3Vector3 m_angularFactor;
+ b3Vector3 m_linearFactor;
+ b3Vector3 m_invMass;
+ b3Vector3 m_pushVelocity;
+ b3Vector3 m_turnVelocity;
+ b3Vector3 m_linearVelocity;
+ b3Vector3 m_angularVelocity;
+
+ union
+ {
+ void* m_originalBody;
+ int m_originalBodyIndex;
+ };
+
+ int padding[3];
+
+
+ void setWorldTransform(const b3Transform& worldTransform)
+ {
+ m_worldTransform = worldTransform;
+ }
+
+ const b3Transform& getWorldTransform() const
+ {
+ return m_worldTransform;
+ }
+
+ B3_FORCE_INLINE void getVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity ) const
+ {
+ if (m_originalBody)
+ velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
+ else
+ velocity.setValue(0,0,0);
+ }
+
+ B3_FORCE_INLINE void getAngularVelocity(b3Vector3& angVel) const
+ {
+ if (m_originalBody)
+ angVel =m_angularVelocity+m_deltaAngularVelocity;
+ else
+ angVel.setValue(0,0,0);
+ }
+
+
+ //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
+ B3_FORCE_INLINE void applyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,const b3Scalar impulseMagnitude)
+ {
+ if (m_originalBody)
+ {
+ m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
+ m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
+ }
+ }
+
+ B3_FORCE_INLINE void internalApplyPushImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,b3Scalar impulseMagnitude)
+ {
+ if (m_originalBody)
+ {
+ m_pushVelocity += linearComponent*impulseMagnitude*m_linearFactor;
+ m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
+ }
+ }
+
+
+
+ const b3Vector3& getDeltaLinearVelocity() const
+ {
+ return m_deltaLinearVelocity;
+ }
+
+ const b3Vector3& getDeltaAngularVelocity() const
+ {
+ return m_deltaAngularVelocity;
+ }
+
+ const b3Vector3& getPushVelocity() const
+ {
+ return m_pushVelocity;
+ }
+
+ const b3Vector3& getTurnVelocity() const
+ {
+ return m_turnVelocity;
+ }
+
+
+ ////////////////////////////////////////////////
+ ///some internal methods, don't use them
+
+ b3Vector3& internalGetDeltaLinearVelocity()
+ {
+ return m_deltaLinearVelocity;
+ }
+
+ b3Vector3& internalGetDeltaAngularVelocity()
+ {
+ return m_deltaAngularVelocity;
+ }
+
+ const b3Vector3& internalGetAngularFactor() const
+ {
+ return m_angularFactor;
+ }
+
+ const b3Vector3& internalGetInvMass() const
+ {
+ return m_invMass;
+ }
+
+ void internalSetInvMass(const b3Vector3& invMass)
+ {
+ m_invMass = invMass;
+ }
+
+ b3Vector3& internalGetPushVelocity()
+ {
+ return m_pushVelocity;
+ }
+
+ b3Vector3& internalGetTurnVelocity()
+ {
+ return m_turnVelocity;
+ }
+
+ B3_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity ) const
+ {
+ velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
+ }
+
+ B3_FORCE_INLINE void internalGetAngularVelocity(b3Vector3& angVel) const
+ {
+ angVel = m_angularVelocity+m_deltaAngularVelocity;
+ }
+
+
+ //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
+ B3_FORCE_INLINE void internalApplyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,const b3Scalar impulseMagnitude)
+ {
+ //if (m_originalBody)
+ {
+ m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
+ m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
+ }
+ }
+
+
+
+
+ void writebackVelocity()
+ {
+ //if (m_originalBody>=0)
+ {
+ m_linearVelocity +=m_deltaLinearVelocity;
+ m_angularVelocity += m_deltaAngularVelocity;
+
+ //m_originalBody->setCompanionId(-1);
+ }
+ }
+
+
+ void writebackVelocityAndTransform(b3Scalar timeStep, b3Scalar splitImpulseTurnErp)
+ {
+ (void) timeStep;
+ if (m_originalBody)
+ {
+ m_linearVelocity += m_deltaLinearVelocity;
+ m_angularVelocity += m_deltaAngularVelocity;
+
+ //correct the position/orientation based on push/turn recovery
+ b3Transform newTransform;
+ if (m_pushVelocity[0]!=0.f || m_pushVelocity[1]!=0 || m_pushVelocity[2]!=0 || m_turnVelocity[0]!=0.f || m_turnVelocity[1]!=0 || m_turnVelocity[2]!=0)
+ {
+ // b3Quaternion orn = m_worldTransform.getRotation();
+ b3TransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
+ m_worldTransform = newTransform;
+ }
+ //m_worldTransform.setRotation(orn);
+ //m_originalBody->setCompanionId(-1);
+ }
+ }
+
+
+
+};
+
+#endif //B3_SOLVER_BODY_H
+
+
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverConstraint.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverConstraint.h
new file mode 100644
index 0000000000..bce83d4608
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverConstraint.h
@@ -0,0 +1,80 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef B3_SOLVER_CONSTRAINT_H
+#define B3_SOLVER_CONSTRAINT_H
+
+
+#include "Bullet3Common/b3Vector3.h"
+#include "Bullet3Common/b3Matrix3x3.h"
+//#include "b3JacobianEntry.h"
+#include "Bullet3Common/b3AlignedObjectArray.h"
+
+//#define NO_FRICTION_TANGENTIALS 1
+#include "b3SolverBody.h"
+
+
+///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints.
+B3_ATTRIBUTE_ALIGNED16 (struct) b3SolverConstraint
+{
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3Vector3 m_relpos1CrossNormal;
+ b3Vector3 m_contactNormal;
+
+ b3Vector3 m_relpos2CrossNormal;
+ //b3Vector3 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal
+
+ b3Vector3 m_angularComponentA;
+ b3Vector3 m_angularComponentB;
+
+ mutable b3SimdScalar m_appliedPushImpulse;
+ mutable b3SimdScalar m_appliedImpulse;
+ int m_padding1;
+ int m_padding2;
+ b3Scalar m_friction;
+ b3Scalar m_jacDiagABInv;
+ b3Scalar m_rhs;
+ b3Scalar m_cfm;
+
+ b3Scalar m_lowerLimit;
+ b3Scalar m_upperLimit;
+ b3Scalar m_rhsPenetration;
+ union
+ {
+ void* m_originalContactPoint;
+ b3Scalar m_unusedPadding4;
+ };
+
+ int m_overrideNumSolverIterations;
+ int m_frictionIndex;
+ int m_solverBodyIdA;
+ int m_solverBodyIdB;
+
+
+ enum b3SolverConstraintType
+ {
+ B3_SOLVER_CONTACT_1D = 0,
+ B3_SOLVER_FRICTION_1D
+ };
+};
+
+typedef b3AlignedObjectArray<b3SolverConstraint> b3ConstraintArray;
+
+
+#endif //B3_SOLVER_CONSTRAINT_H
+
+
+
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.cpp
new file mode 100644
index 0000000000..699c481d64
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.cpp
@@ -0,0 +1,161 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+
+#include "b3TypedConstraint.h"
+//#include "Bullet3Common/b3Serializer.h"
+
+
+#define B3_DEFAULT_DEBUGDRAW_SIZE b3Scalar(0.3f)
+
+
+
+b3TypedConstraint::b3TypedConstraint(b3TypedConstraintType type, int rbA,int rbB)
+:b3TypedObject(type),
+m_userConstraintType(-1),
+m_userConstraintPtr((void*)-1),
+m_breakingImpulseThreshold(B3_INFINITY),
+m_isEnabled(true),
+m_needsFeedback(false),
+m_overrideNumSolverIterations(-1),
+m_rbA(rbA),
+m_rbB(rbB),
+m_appliedImpulse(b3Scalar(0.)),
+m_dbgDrawSize(B3_DEFAULT_DEBUGDRAW_SIZE),
+m_jointFeedback(0)
+{
+}
+
+
+
+
+b3Scalar b3TypedConstraint::getMotorFactor(b3Scalar pos, b3Scalar lowLim, b3Scalar uppLim, b3Scalar vel, b3Scalar timeFact)
+{
+ if(lowLim > uppLim)
+ {
+ return b3Scalar(1.0f);
+ }
+ else if(lowLim == uppLim)
+ {
+ return b3Scalar(0.0f);
+ }
+ b3Scalar lim_fact = b3Scalar(1.0f);
+ b3Scalar delta_max = vel / timeFact;
+ if(delta_max < b3Scalar(0.0f))
+ {
+ if((pos >= lowLim) && (pos < (lowLim - delta_max)))
+ {
+ lim_fact = (lowLim - pos) / delta_max;
+ }
+ else if(pos < lowLim)
+ {
+ lim_fact = b3Scalar(0.0f);
+ }
+ else
+ {
+ lim_fact = b3Scalar(1.0f);
+ }
+ }
+ else if(delta_max > b3Scalar(0.0f))
+ {
+ if((pos <= uppLim) && (pos > (uppLim - delta_max)))
+ {
+ lim_fact = (uppLim - pos) / delta_max;
+ }
+ else if(pos > uppLim)
+ {
+ lim_fact = b3Scalar(0.0f);
+ }
+ else
+ {
+ lim_fact = b3Scalar(1.0f);
+ }
+ }
+ else
+ {
+ lim_fact = b3Scalar(0.0f);
+ }
+ return lim_fact;
+}
+
+
+
+void b3AngularLimit::set(b3Scalar low, b3Scalar high, b3Scalar _softness, b3Scalar _biasFactor, b3Scalar _relaxationFactor)
+{
+ m_halfRange = (high - low) / 2.0f;
+ m_center = b3NormalizeAngle(low + m_halfRange);
+ m_softness = _softness;
+ m_biasFactor = _biasFactor;
+ m_relaxationFactor = _relaxationFactor;
+}
+
+void b3AngularLimit::test(const b3Scalar angle)
+{
+ m_correction = 0.0f;
+ m_sign = 0.0f;
+ m_solveLimit = false;
+
+ if (m_halfRange >= 0.0f)
+ {
+ b3Scalar deviation = b3NormalizeAngle(angle - m_center);
+ if (deviation < -m_halfRange)
+ {
+ m_solveLimit = true;
+ m_correction = - (deviation + m_halfRange);
+ m_sign = +1.0f;
+ }
+ else if (deviation > m_halfRange)
+ {
+ m_solveLimit = true;
+ m_correction = m_halfRange - deviation;
+ m_sign = -1.0f;
+ }
+ }
+}
+
+
+b3Scalar b3AngularLimit::getError() const
+{
+ return m_correction * m_sign;
+}
+
+void b3AngularLimit::fit(b3Scalar& angle) const
+{
+ if (m_halfRange > 0.0f)
+ {
+ b3Scalar relativeAngle = b3NormalizeAngle(angle - m_center);
+ if (!b3Equal(relativeAngle, m_halfRange))
+ {
+ if (relativeAngle > 0.0f)
+ {
+ angle = getHigh();
+ }
+ else
+ {
+ angle = getLow();
+ }
+ }
+ }
+}
+
+b3Scalar b3AngularLimit::getLow() const
+{
+ return b3NormalizeAngle(m_center - m_halfRange);
+}
+
+b3Scalar b3AngularLimit::getHigh() const
+{
+ return b3NormalizeAngle(m_center + m_halfRange);
+}
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.h
new file mode 100644
index 0000000000..cf9cec0d5e
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3TypedConstraint.h
@@ -0,0 +1,483 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2010 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef B3_TYPED_CONSTRAINT_H
+#define B3_TYPED_CONSTRAINT_H
+
+
+#include "Bullet3Common/b3Scalar.h"
+#include "b3SolverConstraint.h"
+
+class b3Serializer;
+
+//Don't change any of the existing enum values, so add enum types at the end for serialization compatibility
+enum b3TypedConstraintType
+{
+ B3_POINT2POINT_CONSTRAINT_TYPE=3,
+ B3_HINGE_CONSTRAINT_TYPE,
+ B3_CONETWIST_CONSTRAINT_TYPE,
+ B3_D6_CONSTRAINT_TYPE,
+ B3_SLIDER_CONSTRAINT_TYPE,
+ B3_CONTACT_CONSTRAINT_TYPE,
+ B3_D6_SPRING_CONSTRAINT_TYPE,
+ B3_GEAR_CONSTRAINT_TYPE,
+ B3_FIXED_CONSTRAINT_TYPE,
+ B3_MAX_CONSTRAINT_TYPE
+};
+
+
+enum b3ConstraintParams
+{
+ B3_CONSTRAINT_ERP=1,
+ B3_CONSTRAINT_STOP_ERP,
+ B3_CONSTRAINT_CFM,
+ B3_CONSTRAINT_STOP_CFM
+};
+
+#if 1
+ #define b3AssertConstrParams(_par) b3Assert(_par)
+#else
+ #define b3AssertConstrParams(_par)
+#endif
+
+
+B3_ATTRIBUTE_ALIGNED16(struct) b3JointFeedback
+{
+ b3Vector3 m_appliedForceBodyA;
+ b3Vector3 m_appliedTorqueBodyA;
+ b3Vector3 m_appliedForceBodyB;
+ b3Vector3 m_appliedTorqueBodyB;
+};
+
+
+struct b3RigidBodyData;
+
+
+///TypedConstraint is the baseclass for Bullet constraints and vehicles
+B3_ATTRIBUTE_ALIGNED16(class) b3TypedConstraint : public b3TypedObject
+{
+ int m_userConstraintType;
+
+ union
+ {
+ int m_userConstraintId;
+ void* m_userConstraintPtr;
+ };
+
+ b3Scalar m_breakingImpulseThreshold;
+ bool m_isEnabled;
+ bool m_needsFeedback;
+ int m_overrideNumSolverIterations;
+
+
+ b3TypedConstraint& operator=(b3TypedConstraint& other)
+ {
+ b3Assert(0);
+ (void) other;
+ return *this;
+ }
+
+protected:
+ int m_rbA;
+ int m_rbB;
+ b3Scalar m_appliedImpulse;
+ b3Scalar m_dbgDrawSize;
+ b3JointFeedback* m_jointFeedback;
+
+ ///internal method used by the constraint solver, don't use them directly
+ b3Scalar getMotorFactor(b3Scalar pos, b3Scalar lowLim, b3Scalar uppLim, b3Scalar vel, b3Scalar timeFact);
+
+
+public:
+
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ virtual ~b3TypedConstraint() {};
+ b3TypedConstraint(b3TypedConstraintType type, int bodyA,int bodyB);
+
+ struct b3ConstraintInfo1 {
+ int m_numConstraintRows,nub;
+ };
+
+
+
+ struct b3ConstraintInfo2 {
+ // integrator parameters: frames per second (1/stepsize), default error
+ // reduction parameter (0..1).
+ b3Scalar fps,erp;
+
+ // for the first and second body, pointers to two (linear and angular)
+ // n*3 jacobian sub matrices, stored by rows. these matrices will have
+ // been initialized to 0 on entry. if the second body is zero then the
+ // J2xx pointers may be 0.
+ b3Scalar *m_J1linearAxis,*m_J1angularAxis,*m_J2linearAxis,*m_J2angularAxis;
+
+ // elements to jump from one row to the next in J's
+ int rowskip;
+
+ // right hand sides of the equation J*v = c + cfm * lambda. cfm is the
+ // "constraint force mixing" vector. c is set to zero on entry, cfm is
+ // set to a constant value (typically very small or zero) value on entry.
+ b3Scalar *m_constraintError,*cfm;
+
+ // lo and hi limits for variables (set to -/+ infinity on entry).
+ b3Scalar *m_lowerLimit,*m_upperLimit;
+
+ // findex vector for variables. see the LCP solver interface for a
+ // description of what this does. this is set to -1 on entry.
+ // note that the returned indexes are relative to the first index of
+ // the constraint.
+ int *findex;
+ // number of solver iterations
+ int m_numIterations;
+
+ //damping of the velocity
+ b3Scalar m_damping;
+ };
+
+ int getOverrideNumSolverIterations() const
+ {
+ return m_overrideNumSolverIterations;
+ }
+
+ ///override the number of constraint solver iterations used to solve this constraint
+ ///-1 will use the default number of iterations, as specified in SolverInfo.m_numIterations
+ void setOverrideNumSolverIterations(int overideNumIterations)
+ {
+ m_overrideNumSolverIterations = overideNumIterations;
+ }
+
+
+ ///internal method used by the constraint solver, don't use them directly
+ virtual void setupSolverConstraint(b3ConstraintArray& ca, int solverBodyA,int solverBodyB, b3Scalar timeStep)
+ {
+ (void)ca;
+ (void)solverBodyA;
+ (void)solverBodyB;
+ (void)timeStep;
+ }
+
+ ///internal method used by the constraint solver, don't use them directly
+ virtual void getInfo1 (b3ConstraintInfo1* info,const b3RigidBodyData* bodies)=0;
+
+ ///internal method used by the constraint solver, don't use them directly
+ virtual void getInfo2 (b3ConstraintInfo2* info, const b3RigidBodyData* bodies)=0;
+
+ ///internal method used by the constraint solver, don't use them directly
+ void internalSetAppliedImpulse(b3Scalar appliedImpulse)
+ {
+ m_appliedImpulse = appliedImpulse;
+ }
+ ///internal method used by the constraint solver, don't use them directly
+ b3Scalar internalGetAppliedImpulse()
+ {
+ return m_appliedImpulse;
+ }
+
+
+ b3Scalar getBreakingImpulseThreshold() const
+ {
+ return m_breakingImpulseThreshold;
+ }
+
+ void setBreakingImpulseThreshold(b3Scalar threshold)
+ {
+ m_breakingImpulseThreshold = threshold;
+ }
+
+ bool isEnabled() const
+ {
+ return m_isEnabled;
+ }
+
+ void setEnabled(bool enabled)
+ {
+ m_isEnabled=enabled;
+ }
+
+
+ ///internal method used by the constraint solver, don't use them directly
+ virtual void solveConstraintObsolete(b3SolverBody& /*bodyA*/,b3SolverBody& /*bodyB*/,b3Scalar /*timeStep*/) {};
+
+
+ int getRigidBodyA() const
+ {
+ return m_rbA;
+ }
+ int getRigidBodyB() const
+ {
+ return m_rbB;
+ }
+
+
+ int getRigidBodyA()
+ {
+ return m_rbA;
+ }
+ int getRigidBodyB()
+ {
+ return m_rbB;
+ }
+
+ int getUserConstraintType() const
+ {
+ return m_userConstraintType ;
+ }
+
+ void setUserConstraintType(int userConstraintType)
+ {
+ m_userConstraintType = userConstraintType;
+ };
+
+ void setUserConstraintId(int uid)
+ {
+ m_userConstraintId = uid;
+ }
+
+ int getUserConstraintId() const
+ {
+ return m_userConstraintId;
+ }
+
+ void setUserConstraintPtr(void* ptr)
+ {
+ m_userConstraintPtr = ptr;
+ }
+
+ void* getUserConstraintPtr()
+ {
+ return m_userConstraintPtr;
+ }
+
+ void setJointFeedback(b3JointFeedback* jointFeedback)
+ {
+ m_jointFeedback = jointFeedback;
+ }
+
+ const b3JointFeedback* getJointFeedback() const
+ {
+ return m_jointFeedback;
+ }
+
+ b3JointFeedback* getJointFeedback()
+ {
+ return m_jointFeedback;
+ }
+
+
+ int getUid() const
+ {
+ return m_userConstraintId;
+ }
+
+ bool needsFeedback() const
+ {
+ return m_needsFeedback;
+ }
+
+ ///enableFeedback will allow to read the applied linear and angular impulse
+ ///use getAppliedImpulse, getAppliedLinearImpulse and getAppliedAngularImpulse to read feedback information
+ void enableFeedback(bool needsFeedback)
+ {
+ m_needsFeedback = needsFeedback;
+ }
+
+ ///getAppliedImpulse is an estimated total applied impulse.
+ ///This feedback could be used to determine breaking constraints or playing sounds.
+ b3Scalar getAppliedImpulse() const
+ {
+ b3Assert(m_needsFeedback);
+ return m_appliedImpulse;
+ }
+
+ b3TypedConstraintType getConstraintType () const
+ {
+ return b3TypedConstraintType(m_objectType);
+ }
+
+ void setDbgDrawSize(b3Scalar dbgDrawSize)
+ {
+ m_dbgDrawSize = dbgDrawSize;
+ }
+ b3Scalar getDbgDrawSize()
+ {
+ return m_dbgDrawSize;
+ }
+
+ ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
+ ///If no axis is provided, it uses the default axis for this constraint.
+ virtual void setParam(int num, b3Scalar value, int axis = -1) = 0;
+
+ ///return the local value of parameter
+ virtual b3Scalar getParam(int num, int axis = -1) const = 0;
+
+// virtual int calculateSerializeBufferSize() const;
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+ //virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
+
+};
+
+// returns angle in range [-B3_2_PI, B3_2_PI], closest to one of the limits
+// all arguments should be normalized angles (i.e. in range [-B3_PI, B3_PI])
+B3_FORCE_INLINE b3Scalar b3AdjustAngleToLimits(b3Scalar angleInRadians, b3Scalar angleLowerLimitInRadians, b3Scalar angleUpperLimitInRadians)
+{
+ if(angleLowerLimitInRadians >= angleUpperLimitInRadians)
+ {
+ return angleInRadians;
+ }
+ else if(angleInRadians < angleLowerLimitInRadians)
+ {
+ b3Scalar diffLo = b3Fabs(b3NormalizeAngle(angleLowerLimitInRadians - angleInRadians));
+ b3Scalar diffHi = b3Fabs(b3NormalizeAngle(angleUpperLimitInRadians - angleInRadians));
+ return (diffLo < diffHi) ? angleInRadians : (angleInRadians + B3_2_PI);
+ }
+ else if(angleInRadians > angleUpperLimitInRadians)
+ {
+ b3Scalar diffHi = b3Fabs(b3NormalizeAngle(angleInRadians - angleUpperLimitInRadians));
+ b3Scalar diffLo = b3Fabs(b3NormalizeAngle(angleInRadians - angleLowerLimitInRadians));
+ return (diffLo < diffHi) ? (angleInRadians - B3_2_PI) : angleInRadians;
+ }
+ else
+ {
+ return angleInRadians;
+ }
+}
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct b3TypedConstraintData
+{
+ int m_bodyA;
+ int m_bodyB;
+ char *m_name;
+
+ int m_objectType;
+ int m_userConstraintType;
+ int m_userConstraintId;
+ int m_needsFeedback;
+
+ float m_appliedImpulse;
+ float m_dbgDrawSize;
+
+ int m_disableCollisionsBetweenLinkedBodies;
+ int m_overrideNumSolverIterations;
+
+ float m_breakingImpulseThreshold;
+ int m_isEnabled;
+
+};
+
+/*B3_FORCE_INLINE int b3TypedConstraint::calculateSerializeBufferSize() const
+{
+ return sizeof(b3TypedConstraintData);
+}
+*/
+
+
+class b3AngularLimit
+{
+private:
+ b3Scalar
+ m_center,
+ m_halfRange,
+ m_softness,
+ m_biasFactor,
+ m_relaxationFactor,
+ m_correction,
+ m_sign;
+
+ bool
+ m_solveLimit;
+
+public:
+ /// Default constructor initializes limit as inactive, allowing free constraint movement
+ b3AngularLimit()
+ :m_center(0.0f),
+ m_halfRange(-1.0f),
+ m_softness(0.9f),
+ m_biasFactor(0.3f),
+ m_relaxationFactor(1.0f),
+ m_correction(0.0f),
+ m_sign(0.0f),
+ m_solveLimit(false)
+ {}
+
+ /// Sets all limit's parameters.
+ /// When low > high limit becomes inactive.
+ /// When high - low > 2PI limit is ineffective too becouse no angle can exceed the limit
+ void set(b3Scalar low, b3Scalar high, b3Scalar _softness = 0.9f, b3Scalar _biasFactor = 0.3f, b3Scalar _relaxationFactor = 1.0f);
+
+ /// Checks conastaint angle against limit. If limit is active and the angle violates the limit
+ /// correction is calculated.
+ void test(const b3Scalar angle);
+
+ /// Returns limit's softness
+ inline b3Scalar getSoftness() const
+ {
+ return m_softness;
+ }
+
+ /// Returns limit's bias factor
+ inline b3Scalar getBiasFactor() const
+ {
+ return m_biasFactor;
+ }
+
+ /// Returns limit's relaxation factor
+ inline b3Scalar getRelaxationFactor() const
+ {
+ return m_relaxationFactor;
+ }
+
+ /// Returns correction value evaluated when test() was invoked
+ inline b3Scalar getCorrection() const
+ {
+ return m_correction;
+ }
+
+ /// Returns sign value evaluated when test() was invoked
+ inline b3Scalar getSign() const
+ {
+ return m_sign;
+ }
+
+ /// Gives half of the distance between min and max limit angle
+ inline b3Scalar getHalfRange() const
+ {
+ return m_halfRange;
+ }
+
+ /// Returns true when the last test() invocation recognized limit violation
+ inline bool isLimit() const
+ {
+ return m_solveLimit;
+ }
+
+ /// Checks given angle against limit. If limit is active and angle doesn't fit it, the angle
+ /// returned is modified so it equals to the limit closest to given angle.
+ void fit(b3Scalar& angle) const;
+
+ /// Returns correction value multiplied by sign value
+ b3Scalar getError() const;
+
+ b3Scalar getLow() const;
+
+ b3Scalar getHigh() const;
+
+};
+
+
+
+#endif //B3_TYPED_CONSTRAINT_H
diff --git a/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp b/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp
new file mode 100644
index 0000000000..fbc84cc28d
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp
@@ -0,0 +1,488 @@
+#include "b3CpuRigidBodyPipeline.h"
+
+#include "Bullet3Dynamics/shared/b3IntegrateTransforms.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3CpuNarrowPhase.h"
+#include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h"
+#include "Bullet3Common/b3Vector3.h"
+#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
+#include "Bullet3Dynamics/shared/b3Inertia.h"
+
+
+struct b3CpuRigidBodyPipelineInternalData
+{
+ b3AlignedObjectArray<b3RigidBodyData> m_rigidBodies;
+ b3AlignedObjectArray<b3Inertia> m_inertias;
+ b3AlignedObjectArray<b3Aabb> m_aabbWorldSpace;
+
+ b3DynamicBvhBroadphase* m_bp;
+ b3CpuNarrowPhase* m_np;
+ b3Config m_config;
+};
+
+
+b3CpuRigidBodyPipeline::b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config)
+{
+ m_data = new b3CpuRigidBodyPipelineInternalData;
+ m_data->m_np = narrowphase;
+ m_data->m_bp = broadphaseDbvt;
+ m_data->m_config = config;
+}
+
+b3CpuRigidBodyPipeline::~b3CpuRigidBodyPipeline()
+{
+ delete m_data;
+}
+
+void b3CpuRigidBodyPipeline::updateAabbWorldSpace()
+{
+
+ for (int i=0;i<this->getNumBodies();i++)
+ {
+ b3RigidBodyData* body = &m_data->m_rigidBodies[i];
+ b3Float4 position = body->m_pos;
+ b3Quat orientation = body->m_quat;
+
+ int collidableIndex = body->m_collidableIdx;
+ b3Collidable& collidable = m_data->m_np->getCollidableCpu(collidableIndex);
+ int shapeIndex = collidable.m_shapeIndex;
+
+ if (shapeIndex>=0)
+ {
+
+
+ b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(shapeIndex);
+ b3Aabb& worldAabb = m_data->m_aabbWorldSpace[i];
+ float margin=0.f;
+ b3TransformAabb2(localAabb.m_minVec,localAabb.m_maxVec,margin,position,orientation,&worldAabb.m_minVec,&worldAabb.m_maxVec);
+ m_data->m_bp->setAabb(i,worldAabb.m_minVec,worldAabb.m_maxVec,0);
+ }
+ }
+}
+
+void b3CpuRigidBodyPipeline::computeOverlappingPairs()
+{
+ int numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
+ m_data->m_bp->calculateOverlappingPairs();
+ numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
+ printf("numPairs=%d\n",numPairs);
+}
+
+void b3CpuRigidBodyPipeline::computeContactPoints()
+{
+
+ b3AlignedObjectArray<b3Int4>& pairs = m_data->m_bp->getOverlappingPairCache()->getOverlappingPairArray();
+
+ m_data->m_np->computeContacts(pairs,m_data->m_aabbWorldSpace, m_data->m_rigidBodies);
+
+}
+void b3CpuRigidBodyPipeline::stepSimulation(float deltaTime)
+{
+
+ //update world space aabb's
+ updateAabbWorldSpace();
+
+ //compute overlapping pairs
+ computeOverlappingPairs();
+
+ //compute contacts
+ computeContactPoints();
+
+ //solve contacts
+
+ //update transforms
+ integrate(deltaTime);
+
+
+}
+
+
+static inline float b3CalcRelVel(const b3Vector3& l0, const b3Vector3& l1, const b3Vector3& a0, const b3Vector3& a1,
+ const b3Vector3& linVel0, const b3Vector3& angVel0, const b3Vector3& linVel1, const b3Vector3& angVel1)
+{
+ return b3Dot(l0, linVel0) + b3Dot(a0, angVel0) + b3Dot(l1, linVel1) + b3Dot(a1, angVel1);
+}
+
+
+static inline void b3SetLinearAndAngular(const b3Vector3& n, const b3Vector3& r0, const b3Vector3& r1,
+ b3Vector3& linear, b3Vector3& angular0, b3Vector3& angular1)
+{
+ linear = -n;
+ angular0 = -b3Cross(r0, n);
+ angular1 = b3Cross(r1, n);
+}
+
+
+
+static inline void b3SolveContact(b3ContactConstraint4& cs,
+ const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
+ const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
+ float maxRambdaDt[4], float minRambdaDt[4])
+{
+
+ b3Vector3 dLinVelA; dLinVelA.setZero();
+ b3Vector3 dAngVelA; dAngVelA.setZero();
+ b3Vector3 dLinVelB; dLinVelB.setZero();
+ b3Vector3 dAngVelB; dAngVelB.setZero();
+
+ for(int ic=0; ic<4; ic++)
+ {
+ // dont necessary because this makes change to 0
+ if( cs.m_jacCoeffInv[ic] == 0.f ) continue;
+
+ {
+ b3Vector3 angular0, angular1, linear;
+ b3Vector3 r0 = cs.m_worldPos[ic] - (b3Vector3&)posA;
+ b3Vector3 r1 = cs.m_worldPos[ic] - (b3Vector3&)posB;
+ b3SetLinearAndAngular( (const b3Vector3 &)-cs.m_linear, (const b3Vector3 &)r0, (const b3Vector3 &)r1, linear, angular0, angular1 );
+
+ float rambdaDt = b3CalcRelVel((const b3Vector3 &)cs.m_linear,(const b3Vector3 &) -cs.m_linear, angular0, angular1,
+ linVelA, angVelA, linVelB, angVelB ) + cs.m_b[ic];
+ rambdaDt *= cs.m_jacCoeffInv[ic];
+
+ {
+ float prevSum = cs.m_appliedRambdaDt[ic];
+ float updated = prevSum;
+ updated += rambdaDt;
+ updated = b3Max( updated, minRambdaDt[ic] );
+ updated = b3Min( updated, maxRambdaDt[ic] );
+ rambdaDt = updated - prevSum;
+ cs.m_appliedRambdaDt[ic] = updated;
+ }
+
+ b3Vector3 linImp0 = invMassA*linear*rambdaDt;
+ b3Vector3 linImp1 = invMassB*(-linear)*rambdaDt;
+ b3Vector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
+ b3Vector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
+#ifdef _WIN32
+ b3Assert(_finite(linImp0.getX()));
+ b3Assert(_finite(linImp1.getX()));
+#endif
+ {
+ linVelA += linImp0;
+ angVelA += angImp0;
+ linVelB += linImp1;
+ angVelB += angImp1;
+ }
+ }
+ }
+
+
+}
+
+
+
+
+
+static inline void b3SolveFriction(b3ContactConstraint4& cs,
+ const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
+ const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
+ float maxRambdaDt[4], float minRambdaDt[4])
+{
+
+ if( cs.m_fJacCoeffInv[0] == 0 && cs.m_fJacCoeffInv[0] == 0 ) return;
+ const b3Vector3& center = (const b3Vector3&)cs.m_center;
+
+ b3Vector3 n = -(const b3Vector3&)cs.m_linear;
+
+ b3Vector3 tangent[2];
+
+ b3PlaneSpace1 (n, tangent[0],tangent[1]);
+
+ b3Vector3 angular0, angular1, linear;
+ b3Vector3 r0 = center - posA;
+ b3Vector3 r1 = center - posB;
+ for(int i=0; i<2; i++)
+ {
+ b3SetLinearAndAngular( tangent[i], r0, r1, linear, angular0, angular1 );
+ float rambdaDt = b3CalcRelVel(linear, -linear, angular0, angular1,
+ linVelA, angVelA, linVelB, angVelB );
+ rambdaDt *= cs.m_fJacCoeffInv[i];
+
+ {
+ float prevSum = cs.m_fAppliedRambdaDt[i];
+ float updated = prevSum;
+ updated += rambdaDt;
+ updated = b3Max( updated, minRambdaDt[i] );
+ updated = b3Min( updated, maxRambdaDt[i] );
+ rambdaDt = updated - prevSum;
+ cs.m_fAppliedRambdaDt[i] = updated;
+ }
+
+ b3Vector3 linImp0 = invMassA*linear*rambdaDt;
+ b3Vector3 linImp1 = invMassB*(-linear)*rambdaDt;
+ b3Vector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
+ b3Vector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
+#ifdef _WIN32
+ b3Assert(_finite(linImp0.getX()));
+ b3Assert(_finite(linImp1.getX()));
+#endif
+ linVelA += linImp0;
+ angVelA += angImp0;
+ linVelB += linImp1;
+ angVelB += angImp1;
+ }
+
+ { // angular damping for point constraint
+ b3Vector3 ab = ( posB - posA ).normalized();
+ b3Vector3 ac = ( center - posA ).normalized();
+ if( b3Dot( ab, ac ) > 0.95f || (invMassA == 0.f || invMassB == 0.f))
+ {
+ float angNA = b3Dot( n, angVelA );
+ float angNB = b3Dot( n, angVelB );
+
+ angVelA -= (angNA*0.1f)*n;
+ angVelB -= (angNB*0.1f)*n;
+ }
+ }
+
+}
+
+
+
+
+
+struct b3SolveTask// : public ThreadPool::Task
+{
+ b3SolveTask(b3AlignedObjectArray<b3RigidBodyData>& bodies,
+ b3AlignedObjectArray<b3Inertia>& shapes,
+ b3AlignedObjectArray<b3ContactConstraint4>& constraints,
+ int start, int nConstraints,
+ int maxNumBatches,
+ b3AlignedObjectArray<int>* wgUsedBodies, int curWgidx
+ )
+ : m_bodies( bodies ), m_shapes( shapes ), m_constraints( constraints ),
+ m_wgUsedBodies(wgUsedBodies),m_curWgidx(curWgidx),
+m_start( start ),
+ m_nConstraints( nConstraints ),
+ m_solveFriction( true ),
+ m_maxNumBatches(maxNumBatches)
+ {}
+
+ unsigned short int getType(){ return 0; }
+
+ void run(int tIdx)
+ {
+ b3AlignedObjectArray<int> usedBodies;
+ //printf("run..............\n");
+
+
+ for (int bb=0;bb<m_maxNumBatches;bb++)
+ {
+ usedBodies.resize(0);
+ for(int ic=m_nConstraints-1; ic>=0; ic--)
+ //for(int ic=0; ic<m_nConstraints; ic++)
+ {
+
+ int i = m_start + ic;
+ if (m_constraints[i].m_batchIdx != bb)
+ continue;
+
+ float frictionCoeff = b3GetFrictionCoeff(&m_constraints[i]);
+ int aIdx = (int)m_constraints[i].m_bodyA;
+ int bIdx = (int)m_constraints[i].m_bodyB;
+ //int localBatch = m_constraints[i].m_batchIdx;
+ b3RigidBodyData& bodyA = m_bodies[aIdx];
+ b3RigidBodyData& bodyB = m_bodies[bIdx];
+
+#if 0
+ if ((bodyA.m_invMass) && (bodyB.m_invMass))
+ {
+ // printf("aIdx=%d, bIdx=%d\n", aIdx,bIdx);
+ }
+ if (bIdx==10)
+ {
+ //printf("ic(b)=%d, localBatch=%d\n",ic,localBatch);
+ }
+#endif
+ if (aIdx==10)
+ {
+ //printf("ic(a)=%d, localBatch=%d\n",ic,localBatch);
+ }
+ if (usedBodies.size()<(aIdx+1))
+ {
+ usedBodies.resize(aIdx+1,0);
+ }
+
+ if (usedBodies.size()<(bIdx+1))
+ {
+ usedBodies.resize(bIdx+1,0);
+ }
+
+ if (bodyA.m_invMass)
+ {
+ b3Assert(usedBodies[aIdx]==0);
+ usedBodies[aIdx]++;
+ }
+
+ if (bodyB.m_invMass)
+ {
+ b3Assert(usedBodies[bIdx]==0);
+ usedBodies[bIdx]++;
+ }
+
+
+ if( !m_solveFriction )
+ {
+ float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
+ float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
+
+ b3SolveContact( m_constraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, (const b3Matrix3x3 &)m_shapes[aIdx].m_invInertiaWorld,
+ (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, (const b3Matrix3x3 &)m_shapes[bIdx].m_invInertiaWorld,
+ maxRambdaDt, minRambdaDt );
+
+ }
+ else
+ {
+ float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
+ float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
+
+ float sum = 0;
+ for(int j=0; j<4; j++)
+ {
+ sum +=m_constraints[i].m_appliedRambdaDt[j];
+ }
+ frictionCoeff = 0.7f;
+ for(int j=0; j<4; j++)
+ {
+ maxRambdaDt[j] = frictionCoeff*sum;
+ minRambdaDt[j] = -maxRambdaDt[j];
+ }
+
+ b3SolveFriction( m_constraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass,(const b3Matrix3x3 &) m_shapes[aIdx].m_invInertiaWorld,
+ (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass,(const b3Matrix3x3 &) m_shapes[bIdx].m_invInertiaWorld,
+ maxRambdaDt, minRambdaDt );
+
+ }
+ }
+
+ if (m_wgUsedBodies)
+ {
+ if (m_wgUsedBodies[m_curWgidx].size()<usedBodies.size())
+ {
+ m_wgUsedBodies[m_curWgidx].resize(usedBodies.size());
+ }
+ for (int i=0;i<usedBodies.size();i++)
+ {
+ if (usedBodies[i])
+ {
+ //printf("cell %d uses body %d\n", m_curWgidx,i);
+ m_wgUsedBodies[m_curWgidx][i]=1;
+ }
+ }
+ }
+
+ }
+
+
+
+ }
+
+ b3AlignedObjectArray<b3RigidBodyData>& m_bodies;
+ b3AlignedObjectArray<b3Inertia>& m_shapes;
+ b3AlignedObjectArray<b3ContactConstraint4>& m_constraints;
+ b3AlignedObjectArray<int>* m_wgUsedBodies;
+ int m_curWgidx;
+ int m_start;
+ int m_nConstraints;
+ bool m_solveFriction;
+ int m_maxNumBatches;
+};
+
+void b3CpuRigidBodyPipeline::solveContactConstraints()
+{
+ int m_nIterations = 4;
+
+ b3AlignedObjectArray<b3ContactConstraint4> contactConstraints;
+// const b3AlignedObjectArray<b3Contact4Data>& contacts = m_data->m_np->getContacts();
+ int n = contactConstraints.size();
+ //convert contacts...
+
+
+
+ int maxNumBatches = 250;
+
+ for(int iter=0; iter<m_nIterations; iter++)
+ {
+ b3SolveTask task( m_data->m_rigidBodies, m_data->m_inertias, contactConstraints, 0, n ,maxNumBatches,0,0);
+ task.m_solveFriction = false;
+ task.run(0);
+ }
+
+ for(int iter=0; iter<m_nIterations; iter++)
+ {
+ b3SolveTask task( m_data->m_rigidBodies, m_data->m_inertias, contactConstraints, 0, n ,maxNumBatches,0,0);
+ task.m_solveFriction = true;
+ task.run(0);
+ }
+}
+
+void b3CpuRigidBodyPipeline::integrate(float deltaTime)
+{
+ float angDamping=0.f;
+ b3Vector3 gravityAcceleration=b3MakeVector3(0,-9,0);
+
+ //integrate transforms (external forces/gravity should be moved into constraint solver)
+ for (int i=0;i<m_data->m_rigidBodies.size();i++)
+ {
+ b3IntegrateTransform(&m_data->m_rigidBodies[i],deltaTime,angDamping,gravityAcceleration);
+ }
+
+}
+
+int b3CpuRigidBodyPipeline::registerPhysicsInstance(float mass, const float* position, const float* orientation, int collidableIndex, int userData)
+{
+ b3RigidBodyData body;
+ int bodyIndex = m_data->m_rigidBodies.size();
+ body.m_invMass = mass ? 1.f/mass : 0.f;
+ body.m_angVel.setValue(0,0,0);
+ body.m_collidableIdx = collidableIndex;
+ body.m_frictionCoeff = 0.3f;
+ body.m_linVel.setValue(0,0,0);
+ body.m_pos.setValue(position[0],position[1],position[2]);
+ body.m_quat.setValue(orientation[0],orientation[1],orientation[2],orientation[3]);
+ body.m_restituitionCoeff = 0.f;
+
+ m_data->m_rigidBodies.push_back(body);
+
+
+ if (collidableIndex>=0)
+ {
+ b3Aabb& worldAabb = m_data->m_aabbWorldSpace.expand();
+
+ b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(collidableIndex);
+ b3Vector3 localAabbMin=b3MakeVector3(localAabb.m_min[0],localAabb.m_min[1],localAabb.m_min[2]);
+ b3Vector3 localAabbMax=b3MakeVector3(localAabb.m_max[0],localAabb.m_max[1],localAabb.m_max[2]);
+
+ b3Scalar margin = 0.01f;
+ b3Transform t;
+ t.setIdentity();
+ t.setOrigin(b3MakeVector3(position[0],position[1],position[2]));
+ t.setRotation(b3Quaternion(orientation[0],orientation[1],orientation[2],orientation[3]));
+ b3TransformAabb(localAabbMin,localAabbMax, margin,t,worldAabb.m_minVec,worldAabb.m_maxVec);
+
+ m_data->m_bp->createProxy(worldAabb.m_minVec,worldAabb.m_maxVec,bodyIndex,0,1,1);
+// b3Vector3 aabbMin,aabbMax;
+ // m_data->m_bp->getAabb(bodyIndex,aabbMin,aabbMax);
+
+ } else
+ {
+ b3Error("registerPhysicsInstance using invalid collidableIndex\n");
+ }
+
+ return bodyIndex;
+}
+
+
+const struct b3RigidBodyData* b3CpuRigidBodyPipeline::getBodyBuffer() const
+{
+ return m_data->m_rigidBodies.size() ? &m_data->m_rigidBodies[0] : 0;
+}
+
+int b3CpuRigidBodyPipeline::getNumBodies() const
+{
+ return m_data->m_rigidBodies.size();
+}
diff --git a/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.h b/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.h
new file mode 100644
index 0000000000..2f3c2ae77e
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.h
@@ -0,0 +1,67 @@
+/*
+Copyright (c) 2013 Advanced Micro Devices, Inc.
+
+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.
+*/
+//Originally written by Erwin Coumans
+
+#ifndef B3_CPU_RIGIDBODY_PIPELINE_H
+#define B3_CPU_RIGIDBODY_PIPELINE_H
+
+
+
+#include "Bullet3Common/b3AlignedObjectArray.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3RaycastInfo.h"
+
+class b3CpuRigidBodyPipeline
+{
+protected:
+ struct b3CpuRigidBodyPipelineInternalData* m_data;
+
+ int allocateCollidable();
+
+public:
+
+
+ b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const struct b3Config& config);
+ virtual ~b3CpuRigidBodyPipeline();
+
+ virtual void stepSimulation(float deltaTime);
+ virtual void integrate(float timeStep);
+ virtual void updateAabbWorldSpace();
+ virtual void computeOverlappingPairs();
+ virtual void computeContactPoints();
+ virtual void solveContactConstraints();
+
+ int registerConvexPolyhedron(class b3ConvexUtility* convex);
+
+ int registerPhysicsInstance(float mass, const float* position, const float* orientation, int collisionShapeIndex, int userData);
+ void writeAllInstancesToGpu();
+ void copyConstraintsToHost();
+ void setGravity(const float* grav);
+ void reset();
+
+ int createPoint2PointConstraint(int bodyA, int bodyB, const float* pivotInA, const float* pivotInB,float breakingThreshold);
+ int createFixedConstraint(int bodyA, int bodyB, const float* pivotInA, const float* pivotInB, const float* relTargetAB, float breakingThreshold);
+ void removeConstraintByUid(int uid);
+
+ void addConstraint(class b3TypedConstraint* constraint);
+ void removeConstraint(b3TypedConstraint* constraint);
+
+ void castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3AlignedObjectArray<b3RayHit>& hitResults);
+
+ const struct b3RigidBodyData* getBodyBuffer() const;
+
+ int getNumBodies() const;
+
+};
+
+#endif //B3_CPU_RIGIDBODY_PIPELINE_H \ No newline at end of file
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h
new file mode 100644
index 0000000000..68cf65e312
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h
@@ -0,0 +1,34 @@
+#ifndef B3_CONTACT_CONSTRAINT5_H
+#define B3_CONTACT_CONSTRAINT5_H
+
+#include "Bullet3Common/shared/b3Float4.h"
+
+typedef struct b3ContactConstraint4 b3ContactConstraint4_t;
+
+
+struct b3ContactConstraint4
+{
+
+ b3Float4 m_linear;//normal?
+ b3Float4 m_worldPos[4];
+ b3Float4 m_center; // friction
+ float m_jacCoeffInv[4];
+ float m_b[4];
+ float m_appliedRambdaDt[4];
+ float m_fJacCoeffInv[2]; // friction
+ float m_fAppliedRambdaDt[2]; // friction
+
+ unsigned int m_bodyA;
+ unsigned int m_bodyB;
+ int m_batchIdx;
+ unsigned int m_paddings;
+
+};
+
+//inline void setFrictionCoeff(float value) { m_linear[3] = value; }
+inline float b3GetFrictionCoeff(b3ContactConstraint4_t* constraint)
+{
+ return constraint->m_linear.w;
+}
+
+#endif //B3_CONTACT_CONSTRAINT5_H
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h
new file mode 100644
index 0000000000..805a2bd3ea
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h
@@ -0,0 +1,153 @@
+
+
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
+#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+
+
+void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q);
+ void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q)
+{
+ if (b3Fabs(n.z) > 0.70710678f) {
+ // choose p in y-z plane
+ float a = n.y*n.y + n.z*n.z;
+ float k = 1.f/sqrt(a);
+ p[0].x = 0;
+ p[0].y = -n.z*k;
+ p[0].z = n.y*k;
+ // set q = n x p
+ q[0].x = a*k;
+ q[0].y = -n.x*p[0].z;
+ q[0].z = n.x*p[0].y;
+ }
+ else {
+ // choose p in x-y plane
+ float a = n.x*n.x + n.y*n.y;
+ float k = 1.f/sqrt(a);
+ p[0].x = -n.y*k;
+ p[0].y = n.x*k;
+ p[0].z = 0;
+ // set q = n x p
+ q[0].x = -n.z*p[0].y;
+ q[0].y = n.z*p[0].x;
+ q[0].z = a*k;
+ }
+}
+
+
+
+void setLinearAndAngular( b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
+{
+ *linear = b3MakeFloat4(n.x,n.y,n.z,0.f);
+ *angular0 = b3Cross3(r0, n);
+ *angular1 = -b3Cross3(r1, n);
+}
+
+
+float calcRelVel( b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
+ b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1 )
+{
+ return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
+}
+
+
+float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
+ float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
+{
+ // linear0,1 are normlized
+ float jmj0 = invMass0;//b3Dot3F4(linear0, linear0)*invMass0;
+ float jmj1 = b3Dot3F4(mtMul3(angular0,*invInertia0), angular0);
+ float jmj2 = invMass1;//b3Dot3F4(linear1, linear1)*invMass1;
+ float jmj3 = b3Dot3F4(mtMul3(angular1,*invInertia1), angular1);
+ return -1.f/(jmj0+jmj1+jmj2+jmj3);
+}
+
+
+void setConstraint4( b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
+ b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
+ __global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
+ b3ContactConstraint4_t* dstC )
+{
+ dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
+ dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
+
+ float dtInv = 1.f/dt;
+ for(int ic=0; ic<4; ic++)
+ {
+ dstC->m_appliedRambdaDt[ic] = 0.f;
+ }
+ dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
+
+
+ dstC->m_linear = src->m_worldNormalOnB;
+ dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );
+ for(int ic=0; ic<4; ic++)
+ {
+ b3Float4 r0 = src->m_worldPosB[ic] - posA;
+ b3Float4 r1 = src->m_worldPosB[ic] - posB;
+
+ if( ic >= src->m_worldNormalOnB.w )//npoints
+ {
+ dstC->m_jacCoeffInv[ic] = 0.f;
+ continue;
+ }
+
+ float relVelN;
+ {
+ b3Float4 linear, angular0, angular1;
+ setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
+
+ dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
+ invMassA, &invInertiaA, invMassB, &invInertiaB );
+
+ relVelN = calcRelVel(linear, -linear, angular0, angular1,
+ linVelA, angVelA, linVelB, angVelB);
+
+ float e = 0.f;//src->getRestituitionCoeff();
+ if( relVelN*relVelN < 0.004f ) e = 0.f;
+
+ dstC->m_b[ic] = e*relVelN;
+ //float penetration = src->m_worldPosB[ic].w;
+ dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;
+ dstC->m_appliedRambdaDt[ic] = 0.f;
+ }
+ }
+
+ if( src->m_worldNormalOnB.w > 0 )//npoints
+ { // prepare friction
+ b3Float4 center = b3MakeFloat4(0.f,0.f,0.f,0.f);
+ for(int i=0; i<src->m_worldNormalOnB.w; i++)
+ center += src->m_worldPosB[i];
+ center /= (float)src->m_worldNormalOnB.w;
+
+ b3Float4 tangent[2];
+ b3PlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);
+
+ b3Float4 r[2];
+ r[0] = center - posA;
+ r[1] = center - posB;
+
+ for(int i=0; i<2; i++)
+ {
+ b3Float4 linear, angular0, angular1;
+ setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
+
+ dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
+ invMassA, &invInertiaA, invMassB, &invInertiaB );
+ dstC->m_fAppliedRambdaDt[i] = 0.f;
+ }
+ dstC->m_center = center;
+ }
+
+ for(int i=0; i<4; i++)
+ {
+ if( i<src->m_worldNormalOnB.w )
+ {
+ dstC->m_worldPos[i] = src->m_worldPosB[i];
+ }
+ else
+ {
+ dstC->m_worldPos[i] = b3MakeFloat4(0.f,0.f,0.f,0.f);
+ }
+ }
+}
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h
new file mode 100644
index 0000000000..96fe9f8b39
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h
@@ -0,0 +1,15 @@
+
+
+#ifndef B3_INERTIA_H
+#define B3_INERTIA_H
+
+#include "Bullet3Common/shared/b3Mat3x3.h"
+
+struct b3Inertia
+{
+ b3Mat3x3 m_invInertiaWorld;
+ b3Mat3x3 m_initInvInertia;
+};
+
+
+#endif //B3_INERTIA_H \ No newline at end of file
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
new file mode 100644
index 0000000000..e96f90d3f3
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
@@ -0,0 +1,113 @@
+
+
+#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;
+
+ }
+
+}