diff options
Diffstat (limited to 'thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h')
-rw-r--r-- | thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h | 153 |
1 files changed, 0 insertions, 153 deletions
diff --git a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h b/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h deleted file mode 100644 index 805a2bd3ea..0000000000 --- a/thirdparty/bullet/src/Bullet3Dynamics/shared/b3ConvertConstraint4.h +++ /dev/null @@ -1,153 +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); - } - } -} |