diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-01-13 14:01:53 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-01-13 14:08:45 +0100 |
commit | e12c89e8c9896b2e5cdd70dbd2d2acb449ff4b94 (patch) | |
tree | af68e434545e20c538f896e28b73f2db7d626edd /thirdparty/bullet/src/Bullet3Dynamics/shared | |
parent | 53c65ae7619ac9e80c89a321c70de64f3745e2aa (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/src/Bullet3Dynamics/shared')
4 files changed, 0 insertions, 315 deletions
diff --git a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ContactConstraint4.h b/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ContactConstraint4.h deleted file mode 100644 index 68cf65e312..0000000000 --- a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ContactConstraint4.h +++ /dev/null @@ -1,34 +0,0 @@ -#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/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h b/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h deleted file mode 100644 index 805a2bd3ea..0000000000 --- a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h +++ /dev/null @@ -1,153 +0,0 @@ - - -#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/src/Bullet3Dynamics/shared/b3Inertia.h b/thirdparty/bullet/src/Bullet3Dynamics/shared/b3Inertia.h deleted file mode 100644 index 96fe9f8b39..0000000000 --- a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3Inertia.h +++ /dev/null @@ -1,15 +0,0 @@ - - -#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/src/Bullet3Dynamics/shared/b3IntegrateTransforms.h b/thirdparty/bullet/src/Bullet3Dynamics/shared/b3IntegrateTransforms.h deleted file mode 100644 index e96f90d3f3..0000000000 --- a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3IntegrateTransforms.h +++ /dev/null @@ -1,113 +0,0 @@ - - -#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" - - - -inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration) -{ - - if (bodies[nodeID].m_invMass != 0.f) - { - float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f); - - //angular velocity - { - b3Float4 axis; - //add some hardcoded angular damping - bodies[nodeID].m_angVel.x *= angularDamping; - bodies[nodeID].m_angVel.y *= angularDamping; - bodies[nodeID].m_angVel.z *= angularDamping; - - b3Float4 angvel = bodies[nodeID].m_angVel; - - float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel)); - - //limit the angular motion - if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD) - { - fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep; - } - if(fAngle < 0.001f) - { - // use Taylor's expansions of sync function - axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle); - } - else - { - // sync(fAngle) = sin(c*fAngle)/t - axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle); - } - - b3Quat dorn; - dorn.x = axis.x; - dorn.y = axis.y; - dorn.z = axis.z; - dorn.w = b3Cos(fAngle * timeStep * 0.5f); - b3Quat orn0 = bodies[nodeID].m_quat; - b3Quat predictedOrn = b3QuatMul(dorn, orn0); - predictedOrn = b3QuatNormalized(predictedOrn); - bodies[nodeID].m_quat=predictedOrn; - } - //linear velocity - bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep; - - //apply gravity - bodies[nodeID].m_linVel += gravityAcceleration * timeStep; - - } - -} - -inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration) -{ - float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f); - - if( (body->m_invMass != 0.f)) - { - //angular velocity - { - b3Float4 axis; - //add some hardcoded angular damping - body->m_angVel.x *= angularDamping; - body->m_angVel.y *= angularDamping; - body->m_angVel.z *= angularDamping; - - b3Float4 angvel = body->m_angVel; - float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel)); - //limit the angular motion - if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD) - { - fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep; - } - if(fAngle < 0.001f) - { - // use Taylor's expansions of sync function - axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle); - } - else - { - // sync(fAngle) = sin(c*fAngle)/t - axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle); - } - b3Quat dorn; - dorn.x = axis.x; - dorn.y = axis.y; - dorn.z = axis.z; - dorn.w = b3Cos(fAngle * timeStep * 0.5f); - b3Quat orn0 = body->m_quat; - - b3Quat predictedOrn = b3QuatMul(dorn, orn0); - predictedOrn = b3QuatNormalized(predictedOrn); - body->m_quat=predictedOrn; - } - - //apply gravity - body->m_linVel += gravityAcceleration * timeStep; - - //linear velocity - body->m_pos += body->m_linVel * timeStep; - - } - -} |