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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+
+#ifndef BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
+#define BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
+
+class btIDebugDraw;
+class btPersistentManifold;
+class btDispatcher;
+class btCollisionObject;
+#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
+#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
+#include "BulletDynamics/ConstraintSolver/btSolverBody.h"
+#include "BulletDynamics/ConstraintSolver/btSolverConstraint.h"
+#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
+#include "BulletDynamics/ConstraintSolver/btConstraintSolver.h"
+
+typedef btSimdScalar(*btSingleConstraintRowSolver)(btSolverBody&, btSolverBody&, const btSolverConstraint&);
+
+///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method.
+ATTRIBUTE_ALIGNED16(class) btSequentialImpulseConstraintSolver : public btConstraintSolver
+{
+protected:
+ btAlignedObjectArray<btSolverBody> m_tmpSolverBodyPool;
+ btConstraintArray m_tmpSolverContactConstraintPool;
+ btConstraintArray m_tmpSolverNonContactConstraintPool;
+ btConstraintArray m_tmpSolverContactFrictionConstraintPool;
+ btConstraintArray m_tmpSolverContactRollingFrictionConstraintPool;
+
+ btAlignedObjectArray<int> m_orderTmpConstraintPool;
+ btAlignedObjectArray<int> m_orderNonContactConstraintPool;
+ btAlignedObjectArray<int> m_orderFrictionConstraintPool;
+ btAlignedObjectArray<btTypedConstraint::btConstraintInfo1> m_tmpConstraintSizesPool;
+ int m_maxOverrideNumSolverIterations;
+ int m_fixedBodyId;
+ // When running solvers on multiple threads, a race condition exists for Kinematic objects that
+ // participate in more than one solver.
+ // The getOrInitSolverBody() function writes the companionId of each body (storing the index of the solver body
+ // for the current solver). For normal dynamic bodies it isn't an issue because they can only be in one island
+ // (and therefore one thread) at a time. But kinematic bodies can be in multiple islands at once.
+ // To avoid this race condition, this solver does not write the companionId, instead it stores the solver body
+ // index in this solver-local table, indexed by the uniqueId of the body.
+ btAlignedObjectArray<int> m_kinematicBodyUniqueIdToSolverBodyTable; // only used for multithreading
+
+ btSingleConstraintRowSolver m_resolveSingleConstraintRowGeneric;
+ btSingleConstraintRowSolver m_resolveSingleConstraintRowLowerLimit;
+ btSingleConstraintRowSolver m_resolveSplitPenetrationImpulse;
+ int m_cachedSolverMode; // used to check if SOLVER_SIMD flag has been changed
+ void setupSolverFunctions( bool useSimd );
+
+ btScalar m_leastSquaresResidual;
+
+ void setupFrictionConstraint( btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
+ btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,
+ btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation,
+ const btContactSolverInfo& infoGlobal,
+ btScalar desiredVelocity=0., btScalar cfmSlip=0.);
+
+ void setupTorsionalFrictionConstraint( btSolverConstraint& solverConstraint, const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
+ btManifoldPoint& cp,btScalar combinedTorsionalFriction, const btVector3& rel_pos1,const btVector3& rel_pos2,
+ btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation,
+ btScalar desiredVelocity=0., btScalar cfmSlip=0.);
+
+ btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity=0., btScalar cfmSlip=0.);
+ btSolverConstraint& addTorsionalFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,btScalar torsionalFriction, const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity=0, btScalar cfmSlip=0.f);
+
+
+ void setupContactConstraint(btSolverConstraint& solverConstraint, int solverBodyIdA, int solverBodyIdB, btManifoldPoint& cp,
+ const btContactSolverInfo& infoGlobal,btScalar& relaxation, const btVector3& rel_pos1, const btVector3& rel_pos2);
+
+ static void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection, int frictionMode);
+
+ void setFrictionConstraintImpulse( btSolverConstraint& solverConstraint, int solverBodyIdA,int solverBodyIdB,
+ btManifoldPoint& cp, const btContactSolverInfo& infoGlobal);
+
+ ///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
+ unsigned long m_btSeed2;
+
+
+ btScalar restitutionCurve(btScalar rel_vel, btScalar restitution, btScalar velocityThreshold);
+
+ virtual void convertContacts(btPersistentManifold** manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal);
+
+ void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);
+
+
+ btSimdScalar resolveSplitPenetrationSIMD(btSolverBody& bodyA,btSolverBody& bodyB, const btSolverConstraint& contactConstraint)
+ {
+ return m_resolveSplitPenetrationImpulse( bodyA, bodyB, contactConstraint );
+ }
+
+ btSimdScalar resolveSplitPenetrationImpulseCacheFriendly(btSolverBody& bodyA,btSolverBody& bodyB, const btSolverConstraint& contactConstraint)
+ {
+ return m_resolveSplitPenetrationImpulse( bodyA, bodyB, contactConstraint );
+ }
+
+ //internal method
+ int getOrInitSolverBody(btCollisionObject& body,btScalar timeStep);
+ void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject, btScalar timeStep);
+
+ btSimdScalar resolveSingleConstraintRowGeneric(btSolverBody& bodyA,btSolverBody& bodyB,const btSolverConstraint& contactConstraint);
+ btSimdScalar resolveSingleConstraintRowGenericSIMD(btSolverBody& bodyA,btSolverBody& bodyB,const btSolverConstraint& contactConstraint);
+ btSimdScalar resolveSingleConstraintRowLowerLimit(btSolverBody& bodyA,btSolverBody& bodyB,const btSolverConstraint& contactConstraint);
+ btSimdScalar resolveSingleConstraintRowLowerLimitSIMD(btSolverBody& bodyA,btSolverBody& bodyB,const btSolverConstraint& contactConstraint);
+ btSimdScalar resolveSplitPenetrationImpulse(btSolverBody& bodyA,btSolverBody& bodyB, const btSolverConstraint& contactConstraint)
+ {
+ return m_resolveSplitPenetrationImpulse( bodyA, bodyB, contactConstraint );
+ }
+
+protected:
+
+
+ virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+ virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject** bodies,int numBodies,const btContactSolverInfo& infoGlobal);
+ virtual btScalar solveSingleIteration(int iteration, btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+
+ virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+ virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
+
+
+public:
+
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ btSequentialImpulseConstraintSolver();
+ virtual ~btSequentialImpulseConstraintSolver();
+
+ virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer,btDispatcher* dispatcher);
+
+ ///clear internal cached data and reset random seed
+ virtual void reset();
+
+ unsigned long btRand2();
+
+ int btRandInt2 (int n);
+
+ void setRandSeed(unsigned long seed)
+ {
+ m_btSeed2 = seed;
+ }
+ unsigned long getRandSeed() const
+ {
+ return m_btSeed2;
+ }
+
+
+ virtual btConstraintSolverType getSolverType() const
+ {
+ return BT_SEQUENTIAL_IMPULSE_SOLVER;
+ }
+
+ btSingleConstraintRowSolver getActiveConstraintRowSolverGeneric()
+ {
+ return m_resolveSingleConstraintRowGeneric;
+ }
+ void setConstraintRowSolverGeneric(btSingleConstraintRowSolver rowSolver)
+ {
+ m_resolveSingleConstraintRowGeneric = rowSolver;
+ }
+ btSingleConstraintRowSolver getActiveConstraintRowSolverLowerLimit()
+ {
+ return m_resolveSingleConstraintRowLowerLimit;
+ }
+ void setConstraintRowSolverLowerLimit(btSingleConstraintRowSolver rowSolver)
+ {
+ m_resolveSingleConstraintRowLowerLimit = rowSolver;
+ }
+
+ ///Various implementations of solving a single constraint row using a generic equality constraint, using scalar reference, SSE2 or SSE4
+ btSingleConstraintRowSolver getScalarConstraintRowSolverGeneric();
+ btSingleConstraintRowSolver getSSE2ConstraintRowSolverGeneric();
+ btSingleConstraintRowSolver getSSE4_1ConstraintRowSolverGeneric();
+
+ ///Various implementations of solving a single constraint row using an inequality (lower limit) constraint, using scalar reference, SSE2 or SSE4
+ btSingleConstraintRowSolver getScalarConstraintRowSolverLowerLimit();
+ btSingleConstraintRowSolver getSSE2ConstraintRowSolverLowerLimit();
+ btSingleConstraintRowSolver getSSE4_1ConstraintRowSolverLowerLimit();
+};
+
+
+
+
+#endif //BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
+