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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-01-07 15:08:41 +0100
committerGitHub <noreply@github.com>2019-01-07 15:08:41 +0100
commitdab650fcaa3eb37deee5118d678a3763ac78a58a (patch)
tree3131df01280f91a61b4721eed132a5b6b21881ba /thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h
parenta3a537c2cf86ff4bf82385bbd17606654f8013c4 (diff)
parent22b7c9dfa80d0f7abca40f061865c2ab3c136a74 (diff)
Merge pull request #24740 from OBKF/update-bullet-physics
Update Bullet physics to commit 126b676
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h')
-rw-r--r--thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h63
1 files changed, 27 insertions, 36 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h
index 60d235baab..7d9eea243a 100644
--- a/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h
+++ b/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverConstraint.h
@@ -13,11 +13,9 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
#ifndef B3_GPU_SOLVER_CONSTRAINT_H
#define B3_GPU_SOLVER_CONSTRAINT_H
-
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Matrix3x3.h"
//#include "b3JacobianEntry.h"
@@ -25,58 +23,51 @@ subject to the following restrictions:
//#define NO_FRICTION_TANGENTIALS 1
-
-
///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints.
-B3_ATTRIBUTE_ALIGNED16 (struct) b3GpuSolverConstraint
+B3_ATTRIBUTE_ALIGNED16(struct)
+b3GpuSolverConstraint
{
B3_DECLARE_ALIGNED_ALLOCATOR();
- b3Vector3 m_relpos1CrossNormal;
- b3Vector3 m_contactNormal;
+ b3Vector3 m_relpos1CrossNormal;
+ b3Vector3 m_contactNormal;
- b3Vector3 m_relpos2CrossNormal;
+ b3Vector3 m_relpos2CrossNormal;
//b3Vector3 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal
- b3Vector3 m_angularComponentA;
- b3Vector3 m_angularComponentB;
-
- mutable b3Scalar m_appliedPushImpulse;
- mutable b3Scalar m_appliedImpulse;
+ b3Vector3 m_angularComponentA;
+ b3Vector3 m_angularComponentB;
+
+ mutable b3Scalar m_appliedPushImpulse;
+ mutable b3Scalar 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;
- int m_originalConstraintIndex;
- b3Scalar m_unusedPadding4;
+ 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;
+ int m_originalConstraintIndex;
+ b3Scalar m_unusedPadding4;
};
- int m_overrideNumSolverIterations;
- int m_frictionIndex;
+ int m_overrideNumSolverIterations;
+ int m_frictionIndex;
int m_solverBodyIdA;
int m_solverBodyIdB;
-
- enum b3SolverConstraintType
+ enum b3SolverConstraintType
{
B3_SOLVER_CONTACT_1D = 0,
B3_SOLVER_FRICTION_1D
};
};
-typedef b3AlignedObjectArray<b3GpuSolverConstraint> b3GpuConstraintArray;
-
-
-#endif //B3_GPU_SOLVER_CONSTRAINT_H
-
-
+typedef b3AlignedObjectArray<b3GpuSolverConstraint> b3GpuConstraintArray;
+#endif //B3_GPU_SOLVER_CONSTRAINT_H