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-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h148
1 files changed, 0 insertions, 148 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h
deleted file mode 100644
index 3e72f1c3f2..0000000000
--- a/thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h
+++ /dev/null
@@ -1,148 +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);
- }
- }
-}