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diff --git a/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverBody.h b/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverBody.h
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--- a/thirdparty/bullet/Bullet3OpenCL/RigidBody/b3GpuSolverBody.h
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-/*
-Copyright (c) 2013 Advanced Micro Devices, Inc.
-
-This software is provided 'as-is', without any express or implied warranty.
-In no event will the authors be held liable for any damages arising from the use of this software.
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it freely,
-subject to the following restrictions:
-
-1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
-2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-*/
-//Originally written by Erwin Coumans
-
-#ifndef B3_GPU_SOLVER_BODY_H
-#define B3_GPU_SOLVER_BODY_H
-
-#include "Bullet3Common/b3Vector3.h"
-#include "Bullet3Common/b3Matrix3x3.h"
-
-#include "Bullet3Common/b3AlignedAllocator.h"
-#include "Bullet3Common/b3TransformUtil.h"
-
-///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
-#ifdef B3_USE_SSE
-#define USE_SIMD 1
-#endif //
-
-///The b3SolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
-B3_ATTRIBUTE_ALIGNED16(struct)
-b3GpuSolverBody
-{
- B3_DECLARE_ALIGNED_ALLOCATOR();
- // b3Transform m_worldTransformUnused;
- b3Vector3 m_deltaLinearVelocity;
- b3Vector3 m_deltaAngularVelocity;
- b3Vector3 m_angularFactor;
- b3Vector3 m_linearFactor;
- b3Vector3 m_invMass;
- b3Vector3 m_pushVelocity;
- b3Vector3 m_turnVelocity;
- b3Vector3 m_linearVelocity;
- b3Vector3 m_angularVelocity;
-
- union {
- void* m_originalBody;
- int m_originalBodyIndex;
- };
-
- int padding[3];
-
- /*
- void setWorldTransform(const b3Transform& worldTransform)
- {
- m_worldTransform = worldTransform;
- }
-
- const b3Transform& getWorldTransform() const
- {
- return m_worldTransform;
- }
- */
- B3_FORCE_INLINE void getVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity) const
- {
- if (m_originalBody)
- velocity = m_linearVelocity + m_deltaLinearVelocity + (m_angularVelocity + m_deltaAngularVelocity).cross(rel_pos);
- else
- velocity.setValue(0, 0, 0);
- }
-
- B3_FORCE_INLINE void getAngularVelocity(b3Vector3 & angVel) const
- {
- if (m_originalBody)
- angVel = m_angularVelocity + m_deltaAngularVelocity;
- else
- angVel.setValue(0, 0, 0);
- }
-
- //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
- B3_FORCE_INLINE void applyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent, const b3Scalar impulseMagnitude)
- {
- if (m_originalBody)
- {
- m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
- m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
- }
- }
-
- B3_FORCE_INLINE void internalApplyPushImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent, b3Scalar impulseMagnitude)
- {
- if (m_originalBody)
- {
- m_pushVelocity += linearComponent * impulseMagnitude * m_linearFactor;
- m_turnVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
- }
- }
-
- const b3Vector3& getDeltaLinearVelocity() const
- {
- return m_deltaLinearVelocity;
- }
-
- const b3Vector3& getDeltaAngularVelocity() const
- {
- return m_deltaAngularVelocity;
- }
-
- const b3Vector3& getPushVelocity() const
- {
- return m_pushVelocity;
- }
-
- const b3Vector3& getTurnVelocity() const
- {
- return m_turnVelocity;
- }
-
- ////////////////////////////////////////////////
- ///some internal methods, don't use them
-
- b3Vector3& internalGetDeltaLinearVelocity()
- {
- return m_deltaLinearVelocity;
- }
-
- b3Vector3& internalGetDeltaAngularVelocity()
- {
- return m_deltaAngularVelocity;
- }
-
- const b3Vector3& internalGetAngularFactor() const
- {
- return m_angularFactor;
- }
-
- const b3Vector3& internalGetInvMass() const
- {
- return m_invMass;
- }
-
- void internalSetInvMass(const b3Vector3& invMass)
- {
- m_invMass = invMass;
- }
-
- b3Vector3& internalGetPushVelocity()
- {
- return m_pushVelocity;
- }
-
- b3Vector3& internalGetTurnVelocity()
- {
- return m_turnVelocity;
- }
-
- B3_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity) const
- {
- velocity = m_linearVelocity + m_deltaLinearVelocity + (m_angularVelocity + m_deltaAngularVelocity).cross(rel_pos);
- }
-
- B3_FORCE_INLINE void internalGetAngularVelocity(b3Vector3 & angVel) const
- {
- angVel = m_angularVelocity + m_deltaAngularVelocity;
- }
-
- //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
- B3_FORCE_INLINE void internalApplyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent, const b3Scalar impulseMagnitude)
- {
- //if (m_originalBody)
- {
- m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
- m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
- }
- }
-
- void writebackVelocity()
- {
- //if (m_originalBody>=0)
- {
- m_linearVelocity += m_deltaLinearVelocity;
- m_angularVelocity += m_deltaAngularVelocity;
-
- //m_originalBody->setCompanionId(-1);
- }
- }
-
- void writebackVelocityAndTransform(b3Scalar timeStep, b3Scalar splitImpulseTurnErp)
- {
- (void)timeStep;
- if (m_originalBody)
- {
- m_linearVelocity += m_deltaLinearVelocity;
- m_angularVelocity += m_deltaAngularVelocity;
-
- //correct the position/orientation based on push/turn recovery
- b3Transform newTransform;
- if (m_pushVelocity[0] != 0.f || m_pushVelocity[1] != 0 || m_pushVelocity[2] != 0 || m_turnVelocity[0] != 0.f || m_turnVelocity[1] != 0 || m_turnVelocity[2] != 0)
- {
- // b3Quaternion orn = m_worldTransform.getRotation();
- // b3TransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
- // m_worldTransform = newTransform;
- }
- //m_worldTransform.setRotation(orn);
- //m_originalBody->setCompanionId(-1);
- }
- }
-};
-
-#endif //B3_SOLVER_BODY_H