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Diffstat (limited to 'thirdparty/bullet/src/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h')
-rw-r--r-- | thirdparty/bullet/src/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h | 302 |
1 files changed, 302 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h b/thirdparty/bullet/src/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h new file mode 100644 index 0000000000..0049317d98 --- /dev/null +++ b/thirdparty/bullet/src/Bullet3Dynamics/ConstraintSolver/b3SolverBody.h @@ -0,0 +1,302 @@ +/* +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 B3_SOLVER_BODY_H +#define B3_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 // + + +#ifdef USE_SIMD + +struct b3SimdScalar +{ + B3_FORCE_INLINE b3SimdScalar() + { + + } + + B3_FORCE_INLINE b3SimdScalar(float fl) + :m_vec128 (_mm_set1_ps(fl)) + { + } + + B3_FORCE_INLINE b3SimdScalar(__m128 v128) + :m_vec128(v128) + { + } + union + { + __m128 m_vec128; + float m_floats[4]; + float x,y,z,w; + int m_ints[4]; + b3Scalar m_unusedPadding; + }; + B3_FORCE_INLINE __m128 get128() + { + return m_vec128; + } + + B3_FORCE_INLINE const __m128 get128() const + { + return m_vec128; + } + + B3_FORCE_INLINE void set128(__m128 v128) + { + m_vec128 = v128; + } + + B3_FORCE_INLINE operator __m128() + { + return m_vec128; + } + B3_FORCE_INLINE operator const __m128() const + { + return m_vec128; + } + + B3_FORCE_INLINE operator float() const + { + return m_floats[0]; + } + +}; + +///@brief Return the elementwise product of two b3SimdScalar +B3_FORCE_INLINE b3SimdScalar +operator*(const b3SimdScalar& v1, const b3SimdScalar& v2) +{ + return b3SimdScalar(_mm_mul_ps(v1.get128(),v2.get128())); +} + +///@brief Return the elementwise product of two b3SimdScalar +B3_FORCE_INLINE b3SimdScalar +operator+(const b3SimdScalar& v1, const b3SimdScalar& v2) +{ + return b3SimdScalar(_mm_add_ps(v1.get128(),v2.get128())); +} + + +#else +#define b3SimdScalar b3Scalar +#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) b3SolverBody +{ + B3_DECLARE_ALIGNED_ALLOCATOR(); + b3Transform m_worldTransform; + 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 + + |