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-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h53
1 files changed, 23 insertions, 30 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
index e96f90d3f3..56d9118f95 100644
--- a/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
+++ b/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h
@@ -2,11 +2,8 @@
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
-
-
-inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
+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);
@@ -18,27 +15,27 @@ inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nod
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)
+ if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
{
fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
}
- if(fAngle < 0.001f)
+ if (fAngle < 0.001f)
{
// use Taylor's expansions of sync function
- axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
+ 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);
+ axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
}
-
+
b3Quat dorn;
dorn.x = axis.x;
dorn.y = axis.y;
@@ -47,23 +44,21 @@ inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nod
b3Quat orn0 = bodies[nodeID].m_quat;
b3Quat predictedOrn = b3QuatMul(dorn, orn0);
predictedOrn = b3QuatNormalized(predictedOrn);
- bodies[nodeID].m_quat=predictedOrn;
+ bodies[nodeID].m_quat = predictedOrn;
}
- //linear velocity
- bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
-
+ //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)
+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))
+
+ if ((body->m_invMass != 0.f))
{
//angular velocity
{
@@ -72,23 +67,23 @@ inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeSt
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)
+ if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
{
fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
}
- if(fAngle < 0.001f)
+ if (fAngle < 0.001f)
{
// use Taylor's expansions of sync function
- axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
+ 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);
+ axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
}
b3Quat dorn;
dorn.x = axis.x;
@@ -99,15 +94,13 @@ inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeSt
b3Quat predictedOrn = b3QuatMul(dorn, orn0);
predictedOrn = b3QuatNormalized(predictedOrn);
- body->m_quat=predictedOrn;
+ body->m_quat = predictedOrn;
}
//apply gravity
body->m_linVel += gravityAcceleration * timeStep;
- //linear velocity
- body->m_pos += body->m_linVel * timeStep;
-
+ //linear velocity
+ body->m_pos += body->m_linVel * timeStep;
}
-
}