diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h')
-rw-r--r-- | thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h | 153 |
1 files changed, 153 insertions, 0 deletions
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); + } + } +} |