diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics/shared')
4 files changed, 0 insertions, 299 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h deleted file mode 100644 index cf2eed0e7c..0000000000 --- a/thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h +++ /dev/null @@ -1,31 +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/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); - } - } -} diff --git a/thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h deleted file mode 100644 index 602a1335aa..0000000000 --- a/thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h +++ /dev/null @@ -1,14 +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/Bullet3Dynamics/shared/b3IntegrateTransforms.h b/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h deleted file mode 100644 index 56d9118f95..0000000000 --- a/thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h +++ /dev/null @@ -1,106 +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; - } -} |