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-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3ContactConstraint4.h31
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3ConvertConstraint4.h148
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3Inertia.h14
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/shared/b3IntegrateTransforms.h106
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;
- }
-}