ruby-bullet 0.0.2-x86-mingw32

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  1. data/INSTALL.md +22 -0
  2. data/LICENSE +23 -0
  3. data/README.md +41 -0
  4. data/Rakefile +131 -0
  5. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btAxisSweep3.i +30 -0
  6. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btBroadphaseInterface.i +8 -0
  7. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btBroadphaseProxy.i +8 -0
  8. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.i +8 -0
  9. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDbvt.i +10 -0
  10. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDbvtBroadphase.i +8 -0
  11. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDispatcher.i +8 -0
  12. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.i +10 -0
  13. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btOverlappingPairCache.i +8 -0
  14. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.i +8 -0
  15. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btQuantizedBvh.i +8 -0
  16. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btSimpleBroadphase.i +8 -0
  17. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/local_btAxisSweep3Internal.h +191 -0
  18. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/SphereTriangleDetector.i +8 -0
  19. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.i +8 -0
  20. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.i +8 -0
  21. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.i +8 -0
  22. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBoxBoxDetector.i +8 -0
  23. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionConfiguration.i +21 -0
  24. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionCreateFunc.i +8 -0
  25. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionDispatcher.i +24 -0
  26. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionObject.i +8 -0
  27. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionWorld.i +82 -0
  28. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.i +8 -0
  29. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.i +8 -0
  30. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.i +8 -0
  31. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.i +8 -0
  32. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.i +8 -0
  33. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.i +8 -0
  34. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.i +8 -0
  35. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btGhostObject.i +8 -0
  36. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btInternalEdgeUtility.i +8 -0
  37. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btManifoldResult.i +8 -0
  38. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSimulationIslandManager.i +8 -0
  39. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.i +8 -0
  40. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.i +8 -0
  41. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.i +8 -0
  42. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btUnionFind.i +10 -0
  43. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBox2dShape.i +8 -0
  44. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBoxShape.i +22 -0
  45. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.i +8 -0
  46. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCapsuleShape.i +8 -0
  47. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCollisionMargin.i +8 -0
  48. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCollisionShape.i +8 -0
  49. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCompoundShape.i +8 -0
  50. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConcaveShape.i +8 -0
  51. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConeShape.i +8 -0
  52. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvex2dShape.i +8 -0
  53. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexHullShape.i +8 -0
  54. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexInternalShape.i +8 -0
  55. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexPointCloudShape.i +8 -0
  56. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexPolyhedron.i +8 -0
  57. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexShape.i +8 -0
  58. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.i +8 -0
  59. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCylinderShape.i +8 -0
  60. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btEmptyShape.i +8 -0
  61. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.i +8 -0
  62. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMaterial.i +8 -0
  63. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMinkowskiSumShape.i +8 -0
  64. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMultiSphereShape.i +8 -0
  65. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.i +8 -0
  66. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btOptimizedBvh.i +8 -0
  67. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btPolyhedralConvexShape.i +8 -0
  68. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.i +8 -0
  69. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btShapeHull.i +8 -0
  70. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btSphereShape.i +8 -0
  71. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btStaticPlaneShape.i +8 -0
  72. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btStridingMeshInterface.i +8 -0
  73. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTetrahedronShape.i +8 -0
  74. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleBuffer.i +8 -0
  75. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleCallback.i +8 -0
  76. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.i +8 -0
  77. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.i +8 -0
  78. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleInfoMap.i +8 -0
  79. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleMeshShape.i +8 -0
  80. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleShape.i +8 -0
  81. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btUniformScalingShape.i +8 -0
  82. data/bindings/bullet/interface/BulletCollision/Gimpact/btBoxCollision.i +8 -0
  83. data/bindings/bullet/interface/BulletCollision/Gimpact/btClipPolygon.i +8 -0
  84. data/bindings/bullet/interface/BulletCollision/Gimpact/btContactProcessing.i +8 -0
  85. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactBvh.i +8 -0
  86. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.i +8 -0
  87. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactMassUtil.i +8 -0
  88. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactQuantizedBvh.i +8 -0
  89. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactShape.i +8 -0
  90. data/bindings/bullet/interface/BulletCollision/Gimpact/btGenericPoolAllocator.i +11 -0
  91. data/bindings/bullet/interface/BulletCollision/Gimpact/btGeometryOperations.i +8 -0
  92. data/bindings/bullet/interface/BulletCollision/Gimpact/btQuantization.i +8 -0
  93. data/bindings/bullet/interface/BulletCollision/Gimpact/btTriangleShapeEx.i +8 -0
  94. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.i +8 -0
  95. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btConvexCast.i +8 -0
  96. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.i +8 -0
  97. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.i +11 -0
  98. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.i +8 -0
  99. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkEpa2.i +8 -0
  100. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.i +8 -0
  101. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.i +8 -0
  102. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btManifoldPoint.i +8 -0
  103. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.i +8 -0
  104. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPersistentManifold.i +8 -0
  105. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPointCollector.i +8 -0
  106. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.i +8 -0
  107. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btRaycastCallback.i +8 -0
  108. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.i +8 -0
  109. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.i +8 -0
  110. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.i +8 -0
  111. data/bindings/bullet/interface/BulletDynamics/Character/btCharacterControllerInterface.i +8 -0
  112. data/bindings/bullet/interface/BulletDynamics/Character/btKinematicCharacterController.i +8 -0
  113. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btConeTwistConstraint.i +8 -0
  114. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btConstraintSolver.i +8 -0
  115. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btContactConstraint.i +8 -0
  116. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btContactSolverInfo.i +8 -0
  117. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.i +8 -0
  118. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.i +8 -0
  119. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btHinge2Constraint.i +8 -0
  120. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btHingeConstraint.i +8 -0
  121. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btJacobianEntry.i +8 -0
  122. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.i +8 -0
  123. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.i +21 -0
  124. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSliderConstraint.i +8 -0
  125. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.i +8 -0
  126. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolverBody.i +8 -0
  127. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolverConstraint.i +8 -0
  128. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btTypedConstraint.i +8 -0
  129. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btUniversalConstraint.i +8 -0
  130. data/bindings/bullet/interface/BulletDynamics/Dynamics/btActionInterface.i +8 -0
  131. data/bindings/bullet/interface/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.i +23 -0
  132. data/bindings/bullet/interface/BulletDynamics/Dynamics/btDynamicsWorld.i +37 -0
  133. data/bindings/bullet/interface/BulletDynamics/Dynamics/btRigidBody.i +20 -0
  134. data/bindings/bullet/interface/BulletDynamics/Dynamics/btSimpleDynamicsWorld.i +8 -0
  135. data/bindings/bullet/interface/BulletDynamics/Vehicle/btRaycastVehicle.i +12 -0
  136. data/bindings/bullet/interface/BulletDynamics/Vehicle/btVehicleRaycaster.i +8 -0
  137. data/bindings/bullet/interface/BulletDynamics/Vehicle/btWheelInfo.i +8 -0
  138. data/bindings/bullet/interface/BulletSoftBody/btDefaultSoftBodySolver.i +8 -0
  139. data/bindings/bullet/interface/BulletSoftBody/btSoftBody.i +8 -0
  140. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.i +8 -0
  141. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyData.i +8 -0
  142. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyHelpers.i +8 -0
  143. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyInternals.i +8 -0
  144. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.i +8 -0
  145. data/bindings/bullet/interface/BulletSoftBody/btSoftBodySolverVertexBuffer.i +8 -0
  146. data/bindings/bullet/interface/BulletSoftBody/btSoftBodySolvers.i +8 -0
  147. data/bindings/bullet/interface/BulletSoftBody/btSoftRigidCollisionAlgorithm.i +8 -0
  148. data/bindings/bullet/interface/BulletSoftBody/btSoftRigidDynamicsWorld.i +8 -0
  149. data/bindings/bullet/interface/BulletSoftBody/btSoftSoftCollisionAlgorithm.i +8 -0
  150. data/bindings/bullet/interface/BulletSoftBody/btSparseSDF.i +8 -0
  151. data/bindings/bullet/interface/LinearMath/btAabbUtil2.i +8 -0
  152. data/bindings/bullet/interface/LinearMath/btAlignedAllocator.i +8 -0
  153. data/bindings/bullet/interface/LinearMath/btAlignedObjectArray.i +8 -0
  154. data/bindings/bullet/interface/LinearMath/btConvexHull.i +8 -0
  155. data/bindings/bullet/interface/LinearMath/btConvexHullComputer.i +8 -0
  156. data/bindings/bullet/interface/LinearMath/btDefaultMotionState.i +10 -0
  157. data/bindings/bullet/interface/LinearMath/btGeometryUtil.i +10 -0
  158. data/bindings/bullet/interface/LinearMath/btGrahamScan2dConvexHull.i +8 -0
  159. data/bindings/bullet/interface/LinearMath/btHashMap.i +8 -0
  160. data/bindings/bullet/interface/LinearMath/btIDebugDraw.i +10 -0
  161. data/bindings/bullet/interface/LinearMath/btList.i +8 -0
  162. data/bindings/bullet/interface/LinearMath/btMatrix3x3.i +8 -0
  163. data/bindings/bullet/interface/LinearMath/btMinMax.i +8 -0
  164. data/bindings/bullet/interface/LinearMath/btMotionState.i +10 -0
  165. data/bindings/bullet/interface/LinearMath/btPoolAllocator.i +10 -0
  166. data/bindings/bullet/interface/LinearMath/btQuadWord.i +8 -0
  167. data/bindings/bullet/interface/LinearMath/btQuaternion.i +60 -0
  168. data/bindings/bullet/interface/LinearMath/btQuickprof.i +10 -0
  169. data/bindings/bullet/interface/LinearMath/btRandom.i +8 -0
  170. data/bindings/bullet/interface/LinearMath/btScalar.i +8 -0
  171. data/bindings/bullet/interface/LinearMath/btSerializer.i +10 -0
  172. data/bindings/bullet/interface/LinearMath/btStackAlloc.i +10 -0
  173. data/bindings/bullet/interface/LinearMath/btTransform.i +8 -0
  174. data/bindings/bullet/interface/LinearMath/btTransformUtil.i +8 -0
  175. data/bindings/bullet/interface/LinearMath/btVector3.i +42 -0
  176. data/bindings/bullet/interface/Makefile +19 -0
  177. data/bindings/bullet/interface/bullet.i +9 -0
  178. data/bindings/bullet/interface/bullet_all.i +186 -0
  179. data/bindings/bullet/interface/bullet_wrap.cpp +194161 -0
  180. data/bindings/bullet/interface/bullet_wrap.h +106 -0
  181. data/bindings/bullet/interface/bullet_wrap.o +0 -0
  182. data/bindings/bullet/src/TickListener.h +22 -0
  183. data/deps/include/bullet/Bullet-C-Api.h +176 -0
  184. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.cpp +37 -0
  185. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.h +1051 -0
  186. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseInterface.h +82 -0
  187. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.cpp +17 -0
  188. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.h +270 -0
  189. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.cpp +23 -0
  190. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h +80 -0
  191. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp +1295 -0
  192. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.h +1257 -0
  193. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp +796 -0
  194. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h +146 -0
  195. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.cpp +22 -0
  196. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.h +110 -0
  197. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.cpp +489 -0
  198. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.h +151 -0
  199. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCache.cpp +633 -0
  200. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCache.h +469 -0
  201. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.h +40 -0
  202. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btQuantizedBvh.cpp +1375 -0
  203. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btQuantizedBvh.h +579 -0
  204. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp +349 -0
  205. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.h +171 -0
  206. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btAxisSweep3.obj +0 -0
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  209. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btDbvt.obj +0 -0
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  212. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btMultiSapBroadphase.obj +0 -0
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  229. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/CollisionDispatch/btConvexPlaneCollisionAlgorithm.obj +0 -0
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@@ -0,0 +1,1269 @@
1
+ /*
2
+ Bullet Continuous Collision Detection and Physics Library
3
+ Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
+
5
+ This software is provided 'as-is', without any express or implied warranty.
6
+ In no event will the authors be held liable for any damages arising from the use of this software.
7
+ Permission is granted to anyone to use this software for any purpose,
8
+ including commercial applications, and to alter it and redistribute it freely,
9
+ subject to the following restrictions:
10
+
11
+ 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.
12
+ 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13
+ 3. This notice may not be removed or altered from any source distribution.
14
+ */
15
+
16
+ //#define COMPUTE_IMPULSE_DENOM 1
17
+ //It is not necessary (redundant) to refresh contact manifolds, this refresh has been moved to the collision algorithms.
18
+
19
+ #include "btSequentialImpulseConstraintSolver.h"
20
+ #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
21
+ #include "BulletDynamics/Dynamics/btRigidBody.h"
22
+ #include "btContactConstraint.h"
23
+ #include "btSolve2LinearConstraint.h"
24
+ #include "btContactSolverInfo.h"
25
+ #include "LinearMath/btIDebugDraw.h"
26
+ #include "btJacobianEntry.h"
27
+ #include "LinearMath/btMinMax.h"
28
+ #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
29
+ #include <new>
30
+ #include "LinearMath/btStackAlloc.h"
31
+ #include "LinearMath/btQuickprof.h"
32
+ #include "btSolverBody.h"
33
+ #include "btSolverConstraint.h"
34
+ #include "LinearMath/btAlignedObjectArray.h"
35
+ #include <string.h> //for memset
36
+
37
+ int gNumSplitImpulseRecoveries = 0;
38
+
39
+ btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver()
40
+ :m_btSeed2(0)
41
+ {
42
+
43
+ }
44
+
45
+ btSequentialImpulseConstraintSolver::~btSequentialImpulseConstraintSolver()
46
+ {
47
+ }
48
+
49
+ #ifdef USE_SIMD
50
+ #include <emmintrin.h>
51
+ #define btVecSplat(x, e) _mm_shuffle_ps(x, x, _MM_SHUFFLE(e,e,e,e))
52
+ static inline __m128 btSimdDot3( __m128 vec0, __m128 vec1 )
53
+ {
54
+ __m128 result = _mm_mul_ps( vec0, vec1);
55
+ return _mm_add_ps( btVecSplat( result, 0 ), _mm_add_ps( btVecSplat( result, 1 ), btVecSplat( result, 2 ) ) );
56
+ }
57
+ #endif//USE_SIMD
58
+
59
+ // Project Gauss Seidel or the equivalent Sequential Impulse
60
+ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c)
61
+ {
62
+ #ifdef USE_SIMD
63
+ __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse);
64
+ __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit);
65
+ __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit);
66
+ __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhs), _mm_mul_ps(_mm_set1_ps(c.m_appliedImpulse),_mm_set1_ps(c.m_cfm)));
67
+ __m128 deltaVel1Dotn = _mm_add_ps(btSimdDot3(c.m_contactNormal.mVec128,body1.internalGetDeltaLinearVelocity().mVec128), btSimdDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetDeltaAngularVelocity().mVec128));
68
+ __m128 deltaVel2Dotn = _mm_sub_ps(btSimdDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetDeltaAngularVelocity().mVec128),btSimdDot3((c.m_contactNormal).mVec128,body2.internalGetDeltaLinearVelocity().mVec128));
69
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
70
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
71
+ btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse);
72
+ btSimdScalar resultLowerLess,resultUpperLess;
73
+ resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1);
74
+ resultUpperLess = _mm_cmplt_ps(sum,upperLimit1);
75
+ __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
76
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
77
+ c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
78
+ __m128 upperMinApplied = _mm_sub_ps(upperLimit1,cpAppliedImp);
79
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, deltaImpulse), _mm_andnot_ps(resultUpperLess, upperMinApplied) );
80
+ c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, c.m_appliedImpulse), _mm_andnot_ps(resultUpperLess, upperLimit1) );
81
+ __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128);
82
+ __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128);
83
+ __m128 impulseMagnitude = deltaImpulse;
84
+ body1.internalGetDeltaLinearVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
85
+ body1.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
86
+ body2.internalGetDeltaLinearVelocity().mVec128 = _mm_sub_ps(body2.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude));
87
+ body2.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body2.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude));
88
+ #else
89
+ resolveSingleConstraintRowGeneric(body1,body2,c);
90
+ #endif
91
+ }
92
+
93
+ // Project Gauss Seidel or the equivalent Sequential Impulse
94
+ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c)
95
+ {
96
+ btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm;
97
+ const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetDeltaAngularVelocity());
98
+ const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetDeltaAngularVelocity());
99
+
100
+ // const btScalar delta_rel_vel = deltaVel1Dotn-deltaVel2Dotn;
101
+ deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
102
+ deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
103
+
104
+ const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse;
105
+ if (sum < c.m_lowerLimit)
106
+ {
107
+ deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse;
108
+ c.m_appliedImpulse = c.m_lowerLimit;
109
+ }
110
+ else if (sum > c.m_upperLimit)
111
+ {
112
+ deltaImpulse = c.m_upperLimit-c.m_appliedImpulse;
113
+ c.m_appliedImpulse = c.m_upperLimit;
114
+ }
115
+ else
116
+ {
117
+ c.m_appliedImpulse = sum;
118
+ }
119
+ body1.internalApplyImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
120
+ body2.internalApplyImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
121
+ }
122
+
123
+ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimitSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c)
124
+ {
125
+ #ifdef USE_SIMD
126
+ __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse);
127
+ __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit);
128
+ __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit);
129
+ __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhs), _mm_mul_ps(_mm_set1_ps(c.m_appliedImpulse),_mm_set1_ps(c.m_cfm)));
130
+ __m128 deltaVel1Dotn = _mm_add_ps(btSimdDot3(c.m_contactNormal.mVec128,body1.internalGetDeltaLinearVelocity().mVec128), btSimdDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetDeltaAngularVelocity().mVec128));
131
+ __m128 deltaVel2Dotn = _mm_sub_ps(btSimdDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetDeltaAngularVelocity().mVec128),btSimdDot3((c.m_contactNormal).mVec128,body2.internalGetDeltaLinearVelocity().mVec128));
132
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
133
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
134
+ btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse);
135
+ btSimdScalar resultLowerLess,resultUpperLess;
136
+ resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1);
137
+ resultUpperLess = _mm_cmplt_ps(sum,upperLimit1);
138
+ __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
139
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
140
+ c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
141
+ __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128);
142
+ __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128);
143
+ __m128 impulseMagnitude = deltaImpulse;
144
+ body1.internalGetDeltaLinearVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
145
+ body1.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
146
+ body2.internalGetDeltaLinearVelocity().mVec128 = _mm_sub_ps(body2.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude));
147
+ body2.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body2.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude));
148
+ #else
149
+ resolveSingleConstraintRowLowerLimit(body1,body2,c);
150
+ #endif
151
+ }
152
+
153
+ // Project Gauss Seidel or the equivalent Sequential Impulse
154
+ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c)
155
+ {
156
+ btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm;
157
+ const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetDeltaAngularVelocity());
158
+ const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetDeltaAngularVelocity());
159
+
160
+ deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
161
+ deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
162
+ const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse;
163
+ if (sum < c.m_lowerLimit)
164
+ {
165
+ deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse;
166
+ c.m_appliedImpulse = c.m_lowerLimit;
167
+ }
168
+ else
169
+ {
170
+ c.m_appliedImpulse = sum;
171
+ }
172
+ body1.internalApplyImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
173
+ body2.internalApplyImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
174
+ }
175
+
176
+
177
+ void btSequentialImpulseConstraintSolver::resolveSplitPenetrationImpulseCacheFriendly(
178
+ btRigidBody& body1,
179
+ btRigidBody& body2,
180
+ const btSolverConstraint& c)
181
+ {
182
+ if (c.m_rhsPenetration)
183
+ {
184
+ gNumSplitImpulseRecoveries++;
185
+ btScalar deltaImpulse = c.m_rhsPenetration-btScalar(c.m_appliedPushImpulse)*c.m_cfm;
186
+ const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetPushVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetTurnVelocity());
187
+ const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetPushVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetTurnVelocity());
188
+
189
+ deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv;
190
+ deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv;
191
+ const btScalar sum = btScalar(c.m_appliedPushImpulse) + deltaImpulse;
192
+ if (sum < c.m_lowerLimit)
193
+ {
194
+ deltaImpulse = c.m_lowerLimit-c.m_appliedPushImpulse;
195
+ c.m_appliedPushImpulse = c.m_lowerLimit;
196
+ }
197
+ else
198
+ {
199
+ c.m_appliedPushImpulse = sum;
200
+ }
201
+ body1.internalApplyPushImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse);
202
+ body2.internalApplyPushImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse);
203
+ }
204
+ }
205
+
206
+ void btSequentialImpulseConstraintSolver::resolveSplitPenetrationSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c)
207
+ {
208
+ #ifdef USE_SIMD
209
+ if (!c.m_rhsPenetration)
210
+ return;
211
+
212
+ gNumSplitImpulseRecoveries++;
213
+
214
+ __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedPushImpulse);
215
+ __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit);
216
+ __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit);
217
+ __m128 deltaImpulse = _mm_sub_ps(_mm_set1_ps(c.m_rhsPenetration), _mm_mul_ps(_mm_set1_ps(c.m_appliedPushImpulse),_mm_set1_ps(c.m_cfm)));
218
+ __m128 deltaVel1Dotn = _mm_add_ps(btSimdDot3(c.m_contactNormal.mVec128,body1.internalGetPushVelocity().mVec128), btSimdDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetTurnVelocity().mVec128));
219
+ __m128 deltaVel2Dotn = _mm_sub_ps(btSimdDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetTurnVelocity().mVec128),btSimdDot3((c.m_contactNormal).mVec128,body2.internalGetPushVelocity().mVec128));
220
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
221
+ deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv)));
222
+ btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse);
223
+ btSimdScalar resultLowerLess,resultUpperLess;
224
+ resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1);
225
+ resultUpperLess = _mm_cmplt_ps(sum,upperLimit1);
226
+ __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
227
+ deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
228
+ c.m_appliedPushImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
229
+ __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128);
230
+ __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128);
231
+ __m128 impulseMagnitude = deltaImpulse;
232
+ body1.internalGetPushVelocity().mVec128 = _mm_add_ps(body1.internalGetPushVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
233
+ body1.internalGetTurnVelocity().mVec128 = _mm_add_ps(body1.internalGetTurnVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
234
+ body2.internalGetPushVelocity().mVec128 = _mm_sub_ps(body2.internalGetPushVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude));
235
+ body2.internalGetTurnVelocity().mVec128 = _mm_add_ps(body2.internalGetTurnVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude));
236
+ #else
237
+ resolveSplitPenetrationImpulseCacheFriendly(body1,body2,c);
238
+ #endif
239
+ }
240
+
241
+
242
+
243
+ unsigned long btSequentialImpulseConstraintSolver::btRand2()
244
+ {
245
+ m_btSeed2 = (1664525L*m_btSeed2 + 1013904223L) & 0xffffffff;
246
+ return m_btSeed2;
247
+ }
248
+
249
+
250
+
251
+ //See ODE: adam's all-int straightforward(?) dRandInt (0..n-1)
252
+ int btSequentialImpulseConstraintSolver::btRandInt2 (int n)
253
+ {
254
+ // seems good; xor-fold and modulus
255
+ const unsigned long un = static_cast<unsigned long>(n);
256
+ unsigned long r = btRand2();
257
+
258
+ // note: probably more aggressive than it needs to be -- might be
259
+ // able to get away without one or two of the innermost branches.
260
+ if (un <= 0x00010000UL) {
261
+ r ^= (r >> 16);
262
+ if (un <= 0x00000100UL) {
263
+ r ^= (r >> 8);
264
+ if (un <= 0x00000010UL) {
265
+ r ^= (r >> 4);
266
+ if (un <= 0x00000004UL) {
267
+ r ^= (r >> 2);
268
+ if (un <= 0x00000002UL) {
269
+ r ^= (r >> 1);
270
+ }
271
+ }
272
+ }
273
+ }
274
+ }
275
+
276
+ return (int) (r % un);
277
+ }
278
+
279
+
280
+ #if 0
281
+ void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject)
282
+ {
283
+ btRigidBody* rb = collisionObject? btRigidBody::upcast(collisionObject) : 0;
284
+
285
+ solverBody->internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
286
+ solverBody->internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
287
+ solverBody->internalGetPushVelocity().setValue(0.f,0.f,0.f);
288
+ solverBody->internalGetTurnVelocity().setValue(0.f,0.f,0.f);
289
+
290
+ if (rb)
291
+ {
292
+ solverBody->internalGetInvMass() = btVector3(rb->getInvMass(),rb->getInvMass(),rb->getInvMass())*rb->getLinearFactor();
293
+ solverBody->m_originalBody = rb;
294
+ solverBody->m_angularFactor = rb->getAngularFactor();
295
+ } else
296
+ {
297
+ solverBody->internalGetInvMass().setValue(0,0,0);
298
+ solverBody->m_originalBody = 0;
299
+ solverBody->m_angularFactor.setValue(1,1,1);
300
+ }
301
+ }
302
+ #endif
303
+
304
+
305
+
306
+
307
+
308
+ btScalar btSequentialImpulseConstraintSolver::restitutionCurve(btScalar rel_vel, btScalar restitution)
309
+ {
310
+ btScalar rest = restitution * -rel_vel;
311
+ return rest;
312
+ }
313
+
314
+
315
+
316
+ void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection);
317
+ void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection)
318
+ {
319
+ if (colObj && colObj->hasAnisotropicFriction())
320
+ {
321
+ // transform to local coordinates
322
+ btVector3 loc_lateral = frictionDirection * colObj->getWorldTransform().getBasis();
323
+ const btVector3& friction_scaling = colObj->getAnisotropicFriction();
324
+ //apply anisotropic friction
325
+ loc_lateral *= friction_scaling;
326
+ // ... and transform it back to global coordinates
327
+ frictionDirection = colObj->getWorldTransform().getBasis() * loc_lateral;
328
+ }
329
+ }
330
+
331
+
332
+ void btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint& solverConstraint, const btVector3& normalAxis,btRigidBody* solverBodyA,btRigidBody* solverBodyB,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity, btScalar cfmSlip)
333
+ {
334
+
335
+
336
+ btRigidBody* body0=btRigidBody::upcast(colObj0);
337
+ btRigidBody* body1=btRigidBody::upcast(colObj1);
338
+
339
+ solverConstraint.m_contactNormal = normalAxis;
340
+
341
+ solverConstraint.m_solverBodyA = body0 ? body0 : &getFixedBody();
342
+ solverConstraint.m_solverBodyB = body1 ? body1 : &getFixedBody();
343
+
344
+ solverConstraint.m_friction = cp.m_combinedFriction;
345
+ solverConstraint.m_originalContactPoint = 0;
346
+
347
+ solverConstraint.m_appliedImpulse = 0.f;
348
+ solverConstraint.m_appliedPushImpulse = 0.f;
349
+
350
+ {
351
+ btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal);
352
+ solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
353
+ solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAngularFactor() : btVector3(0,0,0);
354
+ }
355
+ {
356
+ btVector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal);
357
+ solverConstraint.m_relpos2CrossNormal = ftorqueAxis1;
358
+ solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1*body1->getAngularFactor() : btVector3(0,0,0);
359
+ }
360
+
361
+ #ifdef COMPUTE_IMPULSE_DENOM
362
+ btScalar denom0 = rb0->computeImpulseDenominator(pos1,solverConstraint.m_contactNormal);
363
+ btScalar denom1 = rb1->computeImpulseDenominator(pos2,solverConstraint.m_contactNormal);
364
+ #else
365
+ btVector3 vec;
366
+ btScalar denom0 = 0.f;
367
+ btScalar denom1 = 0.f;
368
+ if (body0)
369
+ {
370
+ vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
371
+ denom0 = body0->getInvMass() + normalAxis.dot(vec);
372
+ }
373
+ if (body1)
374
+ {
375
+ vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
376
+ denom1 = body1->getInvMass() + normalAxis.dot(vec);
377
+ }
378
+
379
+
380
+ #endif //COMPUTE_IMPULSE_DENOM
381
+ btScalar denom = relaxation/(denom0+denom1);
382
+ solverConstraint.m_jacDiagABInv = denom;
383
+
384
+ #ifdef _USE_JACOBIAN
385
+ solverConstraint.m_jac = btJacobianEntry (
386
+ rel_pos1,rel_pos2,solverConstraint.m_contactNormal,
387
+ body0->getInvInertiaDiagLocal(),
388
+ body0->getInvMass(),
389
+ body1->getInvInertiaDiagLocal(),
390
+ body1->getInvMass());
391
+ #endif //_USE_JACOBIAN
392
+
393
+
394
+ {
395
+ btScalar rel_vel;
396
+ btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(body0?body0->getLinearVelocity():btVector3(0,0,0))
397
+ + solverConstraint.m_relpos1CrossNormal.dot(body0?body0->getAngularVelocity():btVector3(0,0,0));
398
+ btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(body1?body1->getLinearVelocity():btVector3(0,0,0))
399
+ + solverConstraint.m_relpos2CrossNormal.dot(body1?body1->getAngularVelocity():btVector3(0,0,0));
400
+
401
+ rel_vel = vel1Dotn+vel2Dotn;
402
+
403
+ // btScalar positionalError = 0.f;
404
+
405
+ btSimdScalar velocityError = desiredVelocity - rel_vel;
406
+ btSimdScalar velocityImpulse = velocityError * btSimdScalar(solverConstraint.m_jacDiagABInv);
407
+ solverConstraint.m_rhs = velocityImpulse;
408
+ solverConstraint.m_cfm = cfmSlip;
409
+ solverConstraint.m_lowerLimit = 0;
410
+ solverConstraint.m_upperLimit = 1e10f;
411
+ }
412
+ }
413
+
414
+
415
+
416
+ btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3& normalAxis,btRigidBody* solverBodyA,btRigidBody* solverBodyB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity, btScalar cfmSlip)
417
+ {
418
+ btSolverConstraint& solverConstraint = m_tmpSolverContactFrictionConstraintPool.expandNonInitializing();
419
+ solverConstraint.m_frictionIndex = frictionIndex;
420
+ setupFrictionConstraint(solverConstraint, normalAxis, solverBodyA, solverBodyB, cp, rel_pos1, rel_pos2,
421
+ colObj0, colObj1, relaxation, desiredVelocity, cfmSlip);
422
+ return solverConstraint;
423
+ }
424
+
425
+ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject& body)
426
+ {
427
+ #if 0
428
+ int solverBodyIdA = -1;
429
+
430
+ if (body.getCompanionId() >= 0)
431
+ {
432
+ //body has already been converted
433
+ solverBodyIdA = body.getCompanionId();
434
+ } else
435
+ {
436
+ btRigidBody* rb = btRigidBody::upcast(&body);
437
+ if (rb && rb->getInvMass())
438
+ {
439
+ solverBodyIdA = m_tmpSolverBodyPool.size();
440
+ btSolverBody& solverBody = m_tmpSolverBodyPool.expand();
441
+ initSolverBody(&solverBody,&body);
442
+ body.setCompanionId(solverBodyIdA);
443
+ } else
444
+ {
445
+ return 0;//assume first one is a fixed solver body
446
+ }
447
+ }
448
+ return solverBodyIdA;
449
+ #endif
450
+ return 0;
451
+ }
452
+ #include <stdio.h>
453
+
454
+
455
+ void btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint& solverConstraint,
456
+ btCollisionObject* colObj0, btCollisionObject* colObj1,
457
+ btManifoldPoint& cp, const btContactSolverInfo& infoGlobal,
458
+ btVector3& vel, btScalar& rel_vel, btScalar& relaxation,
459
+ btVector3& rel_pos1, btVector3& rel_pos2)
460
+ {
461
+ btRigidBody* rb0 = btRigidBody::upcast(colObj0);
462
+ btRigidBody* rb1 = btRigidBody::upcast(colObj1);
463
+
464
+ const btVector3& pos1 = cp.getPositionWorldOnA();
465
+ const btVector3& pos2 = cp.getPositionWorldOnB();
466
+
467
+ // btVector3 rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin();
468
+ // btVector3 rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin();
469
+ rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin();
470
+ rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin();
471
+
472
+ relaxation = 1.f;
473
+
474
+ btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB);
475
+ solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
476
+ btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB);
477
+ solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0);
478
+
479
+ {
480
+ #ifdef COMPUTE_IMPULSE_DENOM
481
+ btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
482
+ btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
483
+ #else
484
+ btVector3 vec;
485
+ btScalar denom0 = 0.f;
486
+ btScalar denom1 = 0.f;
487
+ if (rb0)
488
+ {
489
+ vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1);
490
+ denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec);
491
+ }
492
+ if (rb1)
493
+ {
494
+ vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2);
495
+ denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec);
496
+ }
497
+ #endif //COMPUTE_IMPULSE_DENOM
498
+
499
+ btScalar denom = relaxation/(denom0+denom1);
500
+ solverConstraint.m_jacDiagABInv = denom;
501
+ }
502
+
503
+ solverConstraint.m_contactNormal = cp.m_normalWorldOnB;
504
+ solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB);
505
+ solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(-cp.m_normalWorldOnB);
506
+
507
+
508
+
509
+
510
+ btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0);
511
+ btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
512
+ vel = vel1 - vel2;
513
+ rel_vel = cp.m_normalWorldOnB.dot(vel);
514
+
515
+ btScalar penetration = cp.getDistance()+infoGlobal.m_linearSlop;
516
+
517
+
518
+ solverConstraint.m_friction = cp.m_combinedFriction;
519
+
520
+ btScalar restitution = 0.f;
521
+
522
+ if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold)
523
+ {
524
+ restitution = 0.f;
525
+ } else
526
+ {
527
+ restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution);
528
+ if (restitution <= btScalar(0.))
529
+ {
530
+ restitution = 0.f;
531
+ };
532
+ }
533
+
534
+
535
+ ///warm starting (or zero if disabled)
536
+ if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
537
+ {
538
+ solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
539
+ if (rb0)
540
+ rb0->internalApplyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass()*rb0->getLinearFactor(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
541
+ if (rb1)
542
+ rb1->internalApplyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass()*rb1->getLinearFactor(),-solverConstraint.m_angularComponentB,-(btScalar)solverConstraint.m_appliedImpulse);
543
+ } else
544
+ {
545
+ solverConstraint.m_appliedImpulse = 0.f;
546
+ }
547
+
548
+ solverConstraint.m_appliedPushImpulse = 0.f;
549
+
550
+ {
551
+ btScalar rel_vel;
552
+ btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?rb0->getLinearVelocity():btVector3(0,0,0))
553
+ + solverConstraint.m_relpos1CrossNormal.dot(rb0?rb0->getAngularVelocity():btVector3(0,0,0));
554
+ btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rb1?rb1->getLinearVelocity():btVector3(0,0,0))
555
+ + solverConstraint.m_relpos2CrossNormal.dot(rb1?rb1->getAngularVelocity():btVector3(0,0,0));
556
+
557
+ rel_vel = vel1Dotn+vel2Dotn;
558
+
559
+ btScalar positionalError = 0.f;
560
+ btScalar velocityError = restitution - rel_vel;// * damping;
561
+
562
+ if (penetration>0)
563
+ {
564
+ positionalError = 0;
565
+ velocityError -= penetration / infoGlobal.m_timeStep;
566
+ } else
567
+ {
568
+ positionalError = -penetration * infoGlobal.m_erp/infoGlobal.m_timeStep;
569
+ }
570
+
571
+ btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
572
+ btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
573
+ if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
574
+ {
575
+ //combine position and velocity into rhs
576
+ solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
577
+ solverConstraint.m_rhsPenetration = 0.f;
578
+ } else
579
+ {
580
+ //split position and velocity into rhs and m_rhsPenetration
581
+ solverConstraint.m_rhs = velocityImpulse;
582
+ solverConstraint.m_rhsPenetration = penetrationImpulse;
583
+ }
584
+ solverConstraint.m_cfm = 0.f;
585
+ solverConstraint.m_lowerLimit = 0;
586
+ solverConstraint.m_upperLimit = 1e10f;
587
+ }
588
+
589
+
590
+
591
+
592
+ }
593
+
594
+
595
+
596
+ void btSequentialImpulseConstraintSolver::setFrictionConstraintImpulse( btSolverConstraint& solverConstraint,
597
+ btRigidBody* rb0, btRigidBody* rb1,
598
+ btManifoldPoint& cp, const btContactSolverInfo& infoGlobal)
599
+ {
600
+ if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING)
601
+ {
602
+ {
603
+ btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
604
+ if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
605
+ {
606
+ frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
607
+ if (rb0)
608
+ rb0->internalApplyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass()*rb0->getLinearFactor(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse);
609
+ if (rb1)
610
+ rb1->internalApplyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass()*rb1->getLinearFactor(),-frictionConstraint1.m_angularComponentB,-(btScalar)frictionConstraint1.m_appliedImpulse);
611
+ } else
612
+ {
613
+ frictionConstraint1.m_appliedImpulse = 0.f;
614
+ }
615
+ }
616
+
617
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
618
+ {
619
+ btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
620
+ if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
621
+ {
622
+ frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
623
+ if (rb0)
624
+ rb0->internalApplyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse);
625
+ if (rb1)
626
+ rb1->internalApplyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),-frictionConstraint2.m_angularComponentB,-(btScalar)frictionConstraint2.m_appliedImpulse);
627
+ } else
628
+ {
629
+ frictionConstraint2.m_appliedImpulse = 0.f;
630
+ }
631
+ }
632
+ } else
633
+ {
634
+ btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
635
+ frictionConstraint1.m_appliedImpulse = 0.f;
636
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
637
+ {
638
+ btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
639
+ frictionConstraint2.m_appliedImpulse = 0.f;
640
+ }
641
+ }
642
+ }
643
+
644
+
645
+
646
+
647
+ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal)
648
+ {
649
+ btCollisionObject* colObj0=0,*colObj1=0;
650
+
651
+ colObj0 = (btCollisionObject*)manifold->getBody0();
652
+ colObj1 = (btCollisionObject*)manifold->getBody1();
653
+
654
+
655
+ btRigidBody* solverBodyA = btRigidBody::upcast(colObj0);
656
+ btRigidBody* solverBodyB = btRigidBody::upcast(colObj1);
657
+
658
+ ///avoid collision response between two static objects
659
+ if ((!solverBodyA || !solverBodyA->getInvMass()) && (!solverBodyB || !solverBodyB->getInvMass()))
660
+ return;
661
+
662
+ for (int j=0;j<manifold->getNumContacts();j++)
663
+ {
664
+
665
+ btManifoldPoint& cp = manifold->getContactPoint(j);
666
+
667
+ if (cp.getDistance() <= manifold->getContactProcessingThreshold())
668
+ {
669
+ btVector3 rel_pos1;
670
+ btVector3 rel_pos2;
671
+ btScalar relaxation;
672
+ btScalar rel_vel;
673
+ btVector3 vel;
674
+
675
+ int frictionIndex = m_tmpSolverContactConstraintPool.size();
676
+ btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expandNonInitializing();
677
+ btRigidBody* rb0 = btRigidBody::upcast(colObj0);
678
+ btRigidBody* rb1 = btRigidBody::upcast(colObj1);
679
+ solverConstraint.m_solverBodyA = rb0? rb0 : &getFixedBody();
680
+ solverConstraint.m_solverBodyB = rb1? rb1 : &getFixedBody();
681
+ solverConstraint.m_originalContactPoint = &cp;
682
+
683
+ setupContactConstraint(solverConstraint, colObj0, colObj1, cp, infoGlobal, vel, rel_vel, relaxation, rel_pos1, rel_pos2);
684
+
685
+ // const btVector3& pos1 = cp.getPositionWorldOnA();
686
+ // const btVector3& pos2 = cp.getPositionWorldOnB();
687
+
688
+ /////setup the friction constraints
689
+
690
+ solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size();
691
+
692
+ if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized)
693
+ {
694
+ cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
695
+ btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
696
+ if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
697
+ {
698
+ cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
699
+ if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
700
+ {
701
+ cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
702
+ cp.m_lateralFrictionDir2.normalize();//??
703
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
704
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
705
+ addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
706
+ }
707
+
708
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
709
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
710
+ addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
711
+ cp.m_lateralFrictionInitialized = true;
712
+ } else
713
+ {
714
+ //re-calculate friction direction every frame, todo: check if this is really needed
715
+ btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
716
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
717
+ {
718
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
719
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
720
+ addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
721
+ }
722
+
723
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
724
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
725
+ addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
726
+
727
+ cp.m_lateralFrictionInitialized = true;
728
+ }
729
+
730
+ } else
731
+ {
732
+ addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation,cp.m_contactMotion1, cp.m_contactCFM1);
733
+ if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
734
+ addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2);
735
+ }
736
+
737
+ setFrictionConstraintImpulse( solverConstraint, rb0, rb1, cp, infoGlobal);
738
+
739
+ }
740
+ }
741
+ }
742
+
743
+ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
744
+ {
745
+ BT_PROFILE("solveGroupCacheFriendlySetup");
746
+ (void)stackAlloc;
747
+ (void)debugDrawer;
748
+
749
+ m_maxOverrideNumSolverIterations = 0;
750
+
751
+ if (!(numConstraints + numManifolds))
752
+ {
753
+ // printf("empty\n");
754
+ return 0.f;
755
+ }
756
+
757
+ if (infoGlobal.m_splitImpulse)
758
+ {
759
+ for (int i = 0; i < numBodies; i++)
760
+ {
761
+ btRigidBody* body = btRigidBody::upcast(bodies[i]);
762
+ if (body)
763
+ {
764
+ body->internalGetDeltaLinearVelocity().setZero();
765
+ body->internalGetDeltaAngularVelocity().setZero();
766
+ body->internalGetPushVelocity().setZero();
767
+ body->internalGetTurnVelocity().setZero();
768
+ }
769
+ }
770
+ }
771
+ else
772
+ {
773
+ for (int i = 0; i < numBodies; i++)
774
+ {
775
+ btRigidBody* body = btRigidBody::upcast(bodies[i]);
776
+ if (body)
777
+ {
778
+ body->internalGetDeltaLinearVelocity().setZero();
779
+ body->internalGetDeltaAngularVelocity().setZero();
780
+ }
781
+ }
782
+ }
783
+
784
+ if (1)
785
+ {
786
+ int j;
787
+ for (j=0;j<numConstraints;j++)
788
+ {
789
+ btTypedConstraint* constraint = constraints[j];
790
+ constraint->buildJacobian();
791
+ constraint->internalSetAppliedImpulse(0.0f);
792
+ }
793
+ }
794
+ //btRigidBody* rb0=0,*rb1=0;
795
+
796
+ //if (1)
797
+ {
798
+ {
799
+
800
+ int totalNumRows = 0;
801
+ int i;
802
+
803
+ m_tmpConstraintSizesPool.resize(numConstraints);
804
+ //calculate the total number of contraint rows
805
+ for (i=0;i<numConstraints;i++)
806
+ {
807
+ btTypedConstraint::btConstraintInfo1& info1 = m_tmpConstraintSizesPool[i];
808
+ if (constraints[i]->isEnabled())
809
+ {
810
+ constraints[i]->getInfo1(&info1);
811
+ } else
812
+ {
813
+ info1.m_numConstraintRows = 0;
814
+ info1.nub = 0;
815
+ }
816
+ totalNumRows += info1.m_numConstraintRows;
817
+ }
818
+ m_tmpSolverNonContactConstraintPool.resize(totalNumRows);
819
+
820
+
821
+ ///setup the btSolverConstraints
822
+ int currentRow = 0;
823
+
824
+ for (i=0;i<numConstraints;i++)
825
+ {
826
+ const btTypedConstraint::btConstraintInfo1& info1 = m_tmpConstraintSizesPool[i];
827
+
828
+ if (info1.m_numConstraintRows)
829
+ {
830
+ btAssert(currentRow<totalNumRows);
831
+
832
+ btSolverConstraint* currentConstraintRow = &m_tmpSolverNonContactConstraintPool[currentRow];
833
+ btTypedConstraint* constraint = constraints[i];
834
+ btRigidBody& rbA = constraint->getRigidBodyA();
835
+ btRigidBody& rbB = constraint->getRigidBodyB();
836
+
837
+
838
+ int overrideNumSolverIterations = constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;
839
+ if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)
840
+ m_maxOverrideNumSolverIterations = overrideNumSolverIterations;
841
+
842
+
843
+ int j;
844
+ for ( j=0;j<info1.m_numConstraintRows;j++)
845
+ {
846
+ memset(&currentConstraintRow[j],0,sizeof(btSolverConstraint));
847
+ currentConstraintRow[j].m_lowerLimit = -SIMD_INFINITY;
848
+ currentConstraintRow[j].m_upperLimit = SIMD_INFINITY;
849
+ currentConstraintRow[j].m_appliedImpulse = 0.f;
850
+ currentConstraintRow[j].m_appliedPushImpulse = 0.f;
851
+ currentConstraintRow[j].m_solverBodyA = &rbA;
852
+ currentConstraintRow[j].m_solverBodyB = &rbB;
853
+ currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations;
854
+ }
855
+
856
+ rbA.internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
857
+ rbA.internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
858
+ rbB.internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f);
859
+ rbB.internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f);
860
+
861
+
862
+
863
+ btTypedConstraint::btConstraintInfo2 info2;
864
+ info2.fps = 1.f/infoGlobal.m_timeStep;
865
+ info2.erp = infoGlobal.m_erp;
866
+ info2.m_J1linearAxis = currentConstraintRow->m_contactNormal;
867
+ info2.m_J1angularAxis = currentConstraintRow->m_relpos1CrossNormal;
868
+ info2.m_J2linearAxis = 0;
869
+ info2.m_J2angularAxis = currentConstraintRow->m_relpos2CrossNormal;
870
+ info2.rowskip = sizeof(btSolverConstraint)/sizeof(btScalar);//check this
871
+ ///the size of btSolverConstraint needs be a multiple of btScalar
872
+ btAssert(info2.rowskip*sizeof(btScalar)== sizeof(btSolverConstraint));
873
+ info2.m_constraintError = &currentConstraintRow->m_rhs;
874
+ currentConstraintRow->m_cfm = infoGlobal.m_globalCfm;
875
+ info2.m_damping = infoGlobal.m_damping;
876
+ info2.cfm = &currentConstraintRow->m_cfm;
877
+ info2.m_lowerLimit = &currentConstraintRow->m_lowerLimit;
878
+ info2.m_upperLimit = &currentConstraintRow->m_upperLimit;
879
+ info2.m_numIterations = infoGlobal.m_numIterations;
880
+ constraints[i]->getInfo2(&info2);
881
+
882
+ ///finalize the constraint setup
883
+ for ( j=0;j<info1.m_numConstraintRows;j++)
884
+ {
885
+ btSolverConstraint& solverConstraint = currentConstraintRow[j];
886
+
887
+ if (solverConstraint.m_upperLimit>=constraints[i]->getBreakingImpulseThreshold())
888
+ {
889
+ solverConstraint.m_upperLimit = constraints[i]->getBreakingImpulseThreshold();
890
+ }
891
+
892
+ if (solverConstraint.m_lowerLimit<=-constraints[i]->getBreakingImpulseThreshold())
893
+ {
894
+ solverConstraint.m_lowerLimit = -constraints[i]->getBreakingImpulseThreshold();
895
+ }
896
+
897
+ solverConstraint.m_originalContactPoint = constraint;
898
+
899
+ {
900
+ const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal;
901
+ solverConstraint.m_angularComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->getRigidBodyA().getAngularFactor();
902
+ }
903
+ {
904
+ const btVector3& ftorqueAxis2 = solverConstraint.m_relpos2CrossNormal;
905
+ solverConstraint.m_angularComponentB = constraint->getRigidBodyB().getInvInertiaTensorWorld()*ftorqueAxis2*constraint->getRigidBodyB().getAngularFactor();
906
+ }
907
+
908
+ {
909
+ btVector3 iMJlA = solverConstraint.m_contactNormal*rbA.getInvMass();
910
+ btVector3 iMJaA = rbA.getInvInertiaTensorWorld()*solverConstraint.m_relpos1CrossNormal;
911
+ btVector3 iMJlB = solverConstraint.m_contactNormal*rbB.getInvMass();//sign of normal?
912
+ btVector3 iMJaB = rbB.getInvInertiaTensorWorld()*solverConstraint.m_relpos2CrossNormal;
913
+
914
+ btScalar sum = iMJlA.dot(solverConstraint.m_contactNormal);
915
+ sum += iMJaA.dot(solverConstraint.m_relpos1CrossNormal);
916
+ sum += iMJlB.dot(solverConstraint.m_contactNormal);
917
+ sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal);
918
+
919
+ solverConstraint.m_jacDiagABInv = btScalar(1.)/sum;
920
+ }
921
+
922
+
923
+ ///fix rhs
924
+ ///todo: add force/torque accelerators
925
+ {
926
+ btScalar rel_vel;
927
+ btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rbA.getLinearVelocity()) + solverConstraint.m_relpos1CrossNormal.dot(rbA.getAngularVelocity());
928
+ btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rbB.getLinearVelocity()) + solverConstraint.m_relpos2CrossNormal.dot(rbB.getAngularVelocity());
929
+
930
+ rel_vel = vel1Dotn+vel2Dotn;
931
+
932
+ btScalar restitution = 0.f;
933
+ btScalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2
934
+ btScalar velocityError = restitution - rel_vel * info2.m_damping;
935
+ btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv;
936
+ btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv;
937
+ solverConstraint.m_rhs = penetrationImpulse+velocityImpulse;
938
+ solverConstraint.m_appliedImpulse = 0.f;
939
+
940
+ }
941
+ }
942
+ }
943
+ currentRow+=m_tmpConstraintSizesPool[i].m_numConstraintRows;
944
+ }
945
+ }
946
+
947
+ {
948
+ int i;
949
+ btPersistentManifold* manifold = 0;
950
+ // btCollisionObject* colObj0=0,*colObj1=0;
951
+
952
+
953
+ for (i=0;i<numManifolds;i++)
954
+ {
955
+ manifold = manifoldPtr[i];
956
+ convertContact(manifold,infoGlobal);
957
+ }
958
+ }
959
+ }
960
+
961
+ btContactSolverInfo info = infoGlobal;
962
+
963
+
964
+ int numNonContactPool = m_tmpSolverNonContactConstraintPool.size();
965
+ int numConstraintPool = m_tmpSolverContactConstraintPool.size();
966
+ int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
967
+
968
+ ///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
969
+ m_orderNonContactConstraintPool.resize(numNonContactPool);
970
+ m_orderTmpConstraintPool.resize(numConstraintPool);
971
+ m_orderFrictionConstraintPool.resize(numFrictionPool);
972
+ {
973
+ int i;
974
+ for (i=0;i<numNonContactPool;i++)
975
+ {
976
+ m_orderNonContactConstraintPool[i] = i;
977
+ }
978
+ for (i=0;i<numConstraintPool;i++)
979
+ {
980
+ m_orderTmpConstraintPool[i] = i;
981
+ }
982
+ for (i=0;i<numFrictionPool;i++)
983
+ {
984
+ m_orderFrictionConstraintPool[i] = i;
985
+ }
986
+ }
987
+
988
+ return 0.f;
989
+
990
+ }
991
+
992
+ btScalar btSequentialImpulseConstraintSolver::solveSingleIteration(int iteration, btCollisionObject** /*bodies */,int /*numBodies*/,btPersistentManifold** /*manifoldPtr*/, int /*numManifolds*/,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* /*debugDrawer*/,btStackAlloc* /*stackAlloc*/)
993
+ {
994
+
995
+ int numNonContactPool = m_tmpSolverNonContactConstraintPool.size();
996
+ int numConstraintPool = m_tmpSolverContactConstraintPool.size();
997
+ int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size();
998
+
999
+ int j;
1000
+
1001
+ if (infoGlobal.m_solverMode & SOLVER_RANDMIZE_ORDER)
1002
+ {
1003
+ if ((iteration & 7) == 0) {
1004
+ for (j=0; j<numNonContactPool; ++j) {
1005
+ int tmp = m_orderNonContactConstraintPool[j];
1006
+ int swapi = btRandInt2(j+1);
1007
+ m_orderNonContactConstraintPool[j] = m_orderNonContactConstraintPool[swapi];
1008
+ m_orderNonContactConstraintPool[swapi] = tmp;
1009
+ }
1010
+
1011
+ //contact/friction constraints are not solved more than
1012
+ if (iteration< infoGlobal.m_numIterations)
1013
+ {
1014
+ for (j=0; j<numConstraintPool; ++j) {
1015
+ int tmp = m_orderTmpConstraintPool[j];
1016
+ int swapi = btRandInt2(j+1);
1017
+ m_orderTmpConstraintPool[j] = m_orderTmpConstraintPool[swapi];
1018
+ m_orderTmpConstraintPool[swapi] = tmp;
1019
+ }
1020
+
1021
+ for (j=0; j<numFrictionPool; ++j) {
1022
+ int tmp = m_orderFrictionConstraintPool[j];
1023
+ int swapi = btRandInt2(j+1);
1024
+ m_orderFrictionConstraintPool[j] = m_orderFrictionConstraintPool[swapi];
1025
+ m_orderFrictionConstraintPool[swapi] = tmp;
1026
+ }
1027
+ }
1028
+ }
1029
+ }
1030
+
1031
+ if (infoGlobal.m_solverMode & SOLVER_SIMD)
1032
+ {
1033
+ ///solve all joint constraints, using SIMD, if available
1034
+ for (j=0;j<m_tmpSolverNonContactConstraintPool.size();j++)
1035
+ {
1036
+ btSolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[m_orderNonContactConstraintPool[j]];
1037
+ if (iteration < constraint.m_overrideNumSolverIterations)
1038
+ resolveSingleConstraintRowGenericSIMD(*constraint.m_solverBodyA,*constraint.m_solverBodyB,constraint);
1039
+ }
1040
+
1041
+ if (iteration< infoGlobal.m_numIterations)
1042
+ {
1043
+ for (j=0;j<numConstraints;j++)
1044
+ {
1045
+ constraints[j]->solveConstraintObsolete(constraints[j]->getRigidBodyA(),constraints[j]->getRigidBodyB(),infoGlobal.m_timeStep);
1046
+ }
1047
+
1048
+ ///solve all contact constraints using SIMD, if available
1049
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
1050
+ for (j=0;j<numPoolConstraints;j++)
1051
+ {
1052
+ const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
1053
+ resolveSingleConstraintRowLowerLimitSIMD(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold);
1054
+
1055
+ }
1056
+
1057
+ ///solve all friction constraints, using SIMD, if available
1058
+ int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size();
1059
+ for (j=0;j<numFrictionPoolConstraints;j++)
1060
+ {
1061
+ btSolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]];
1062
+ btScalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
1063
+
1064
+ if (totalImpulse>btScalar(0))
1065
+ {
1066
+ solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);
1067
+ solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse;
1068
+
1069
+ resolveSingleConstraintRowGenericSIMD(*solveManifold.m_solverBodyA, *solveManifold.m_solverBodyB,solveManifold);
1070
+ }
1071
+ }
1072
+ }
1073
+ } else
1074
+ {
1075
+
1076
+ ///solve all joint constraints
1077
+ for (j=0;j<m_tmpSolverNonContactConstraintPool.size();j++)
1078
+ {
1079
+ btSolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[m_orderNonContactConstraintPool[j]];
1080
+ if (iteration < constraint.m_overrideNumSolverIterations)
1081
+ resolveSingleConstraintRowGeneric(*constraint.m_solverBodyA,*constraint.m_solverBodyB,constraint);
1082
+ }
1083
+
1084
+ if (iteration< infoGlobal.m_numIterations)
1085
+ {
1086
+ for (j=0;j<numConstraints;j++)
1087
+ {
1088
+ constraints[j]->solveConstraintObsolete(constraints[j]->getRigidBodyA(),constraints[j]->getRigidBodyB(),infoGlobal.m_timeStep);
1089
+ }
1090
+ ///solve all contact constraints
1091
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
1092
+ for (j=0;j<numPoolConstraints;j++)
1093
+ {
1094
+ const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
1095
+ resolveSingleConstraintRowLowerLimit(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold);
1096
+ }
1097
+ ///solve all friction constraints
1098
+ int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size();
1099
+ for (j=0;j<numFrictionPoolConstraints;j++)
1100
+ {
1101
+ btSolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]];
1102
+ btScalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
1103
+
1104
+ if (totalImpulse>btScalar(0))
1105
+ {
1106
+ solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse);
1107
+ solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse;
1108
+
1109
+ resolveSingleConstraintRowGeneric(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold);
1110
+ }
1111
+ }
1112
+ }
1113
+ }
1114
+ return 0.f;
1115
+ }
1116
+
1117
+
1118
+ void btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
1119
+ {
1120
+ int iteration;
1121
+ if (infoGlobal.m_splitImpulse)
1122
+ {
1123
+ if (infoGlobal.m_solverMode & SOLVER_SIMD)
1124
+ {
1125
+ for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++)
1126
+ {
1127
+ {
1128
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
1129
+ int j;
1130
+ for (j=0;j<numPoolConstraints;j++)
1131
+ {
1132
+ const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
1133
+
1134
+ resolveSplitPenetrationSIMD(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold);
1135
+ }
1136
+ }
1137
+ }
1138
+ }
1139
+ else
1140
+ {
1141
+ for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++)
1142
+ {
1143
+ {
1144
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
1145
+ int j;
1146
+ for (j=0;j<numPoolConstraints;j++)
1147
+ {
1148
+ const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
1149
+
1150
+ resolveSplitPenetrationImpulseCacheFriendly(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold);
1151
+ }
1152
+ }
1153
+ }
1154
+ }
1155
+ }
1156
+ }
1157
+
1158
+ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
1159
+ {
1160
+ BT_PROFILE("solveGroupCacheFriendlyIterations");
1161
+
1162
+ {
1163
+ ///this is a special step to resolve penetrations (just for contacts)
1164
+ solveGroupCacheFriendlySplitImpulseIterations(bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc);
1165
+
1166
+ int maxIterations = m_maxOverrideNumSolverIterations > infoGlobal.m_numIterations? m_maxOverrideNumSolverIterations : infoGlobal.m_numIterations;
1167
+
1168
+ for ( int iteration = 0 ; iteration< maxIterations ; iteration++)
1169
+ //for ( int iteration = maxIterations-1 ; iteration >= 0;iteration--)
1170
+ {
1171
+ solveSingleIteration(iteration, bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc);
1172
+ }
1173
+
1174
+ }
1175
+ return 0.f;
1176
+ }
1177
+
1178
+ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyFinish(btCollisionObject** bodies ,int numBodies,btPersistentManifold** /*manifoldPtr*/, int /*numManifolds*/,btTypedConstraint** /*constraints*/,int /* numConstraints*/,const btContactSolverInfo& infoGlobal,btIDebugDraw* /*debugDrawer*/,btStackAlloc* /*stackAlloc*/)
1179
+ {
1180
+ int numPoolConstraints = m_tmpSolverContactConstraintPool.size();
1181
+ int i,j;
1182
+
1183
+ for (j=0;j<numPoolConstraints;j++)
1184
+ {
1185
+
1186
+ const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[j];
1187
+ btManifoldPoint* pt = (btManifoldPoint*) solveManifold.m_originalContactPoint;
1188
+ btAssert(pt);
1189
+ pt->m_appliedImpulse = solveManifold.m_appliedImpulse;
1190
+ if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING)
1191
+ {
1192
+ pt->m_appliedImpulseLateral1 = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;
1193
+ pt->m_appliedImpulseLateral2 = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex+1].m_appliedImpulse;
1194
+ }
1195
+
1196
+ //do a callback here?
1197
+ }
1198
+
1199
+ numPoolConstraints = m_tmpSolverNonContactConstraintPool.size();
1200
+ for (j=0;j<numPoolConstraints;j++)
1201
+ {
1202
+ const btSolverConstraint& solverConstr = m_tmpSolverNonContactConstraintPool[j];
1203
+ btTypedConstraint* constr = (btTypedConstraint*)solverConstr.m_originalContactPoint;
1204
+ constr->internalSetAppliedImpulse(solverConstr.m_appliedImpulse);
1205
+ if (btFabs(solverConstr.m_appliedImpulse)>=constr->getBreakingImpulseThreshold())
1206
+ {
1207
+ constr->setEnabled(false);
1208
+ }
1209
+ }
1210
+
1211
+
1212
+ if (infoGlobal.m_splitImpulse)
1213
+ {
1214
+ for ( i=0;i<numBodies;i++)
1215
+ {
1216
+ btRigidBody* body = btRigidBody::upcast(bodies[i]);
1217
+ if (body)
1218
+ body->internalWritebackVelocity(infoGlobal.m_timeStep);
1219
+ }
1220
+ } else
1221
+ {
1222
+ for ( i=0;i<numBodies;i++)
1223
+ {
1224
+ btRigidBody* body = btRigidBody::upcast(bodies[i]);
1225
+ if (body)
1226
+ body->internalWritebackVelocity();
1227
+ }
1228
+ }
1229
+
1230
+
1231
+ m_tmpSolverContactConstraintPool.resize(0);
1232
+ m_tmpSolverNonContactConstraintPool.resize(0);
1233
+ m_tmpSolverContactFrictionConstraintPool.resize(0);
1234
+
1235
+ return 0.f;
1236
+ }
1237
+
1238
+
1239
+
1240
+ /// btSequentialImpulseConstraintSolver Sequentially applies impulses
1241
+ btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* /*dispatcher*/)
1242
+ {
1243
+
1244
+ BT_PROFILE("solveGroup");
1245
+ //you need to provide at least some bodies
1246
+ btAssert(bodies);
1247
+ btAssert(numBodies);
1248
+
1249
+ solveGroupCacheFriendlySetup( bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc);
1250
+
1251
+ solveGroupCacheFriendlyIterations(bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc);
1252
+
1253
+ solveGroupCacheFriendlyFinish(bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc);
1254
+
1255
+ return 0.f;
1256
+ }
1257
+
1258
+ void btSequentialImpulseConstraintSolver::reset()
1259
+ {
1260
+ m_btSeed2 = 0;
1261
+ }
1262
+
1263
+ btRigidBody& btSequentialImpulseConstraintSolver::getFixedBody()
1264
+ {
1265
+ static btRigidBody s_fixed(0, 0,0);
1266
+ s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.)));
1267
+ return s_fixed;
1268
+ }
1269
+