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diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h
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+/*
+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
+
+