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authorErwin Coumans <blender@erwincoumans.com>2006-10-23 06:54:30 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-10-23 06:54:30 +0400
commit44d16f056215e6068f0b186a0ab766165cf3966e (patch)
treef0ad85e29c32563d1d4c1c46db4e2cd22f7f78dc /extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h
parente459764b4b056959e354edca3868a91ff9bc272f (diff)
Added refactored Bullet 2.x library. Important: these files are not part of the Blender build yet. First, the integration will be updated to make use of the new Bullet version. Then all build systems needs to be updated.
The refactoring didn't leave a single file the same, all filenames and classes have bt prefix, methodnames start with lowercase, a single headerfile can be included, and also a single include path. Plan is to make use of this Bullet 2.x version in extern/bullet2 within the coming weeks, then extern/bullet can be discarded/ignored/content removed.
Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h')
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h104
1 files changed, 104 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h
new file mode 100644
index 00000000000..42ded30ae04
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h
@@ -0,0 +1,104 @@
+/*
+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 CONTACT_CONSTRAINT_H
+#define CONTACT_CONSTRAINT_H
+
+//todo: make into a proper class working with the iterative constraint solver
+
+class btRigidBody;
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btScalar.h"
+struct btContactSolverInfo;
+class btManifoldPoint;
+
+enum {
+ DEFAULT_CONTACT_SOLVER_TYPE=0,
+ CONTACT_SOLVER_TYPE1,
+ CONTACT_SOLVER_TYPE2,
+ USER_CONTACT_SOLVER_TYPE1,
+ MAX_CONTACT_SOLVER_TYPES
+};
+
+
+typedef float (*ContactSolverFunc)(btRigidBody& body1,
+ btRigidBody& body2,
+ class btManifoldPoint& contactPoint,
+ const btContactSolverInfo& info);
+
+///stores some extra information to each contact point. It is not in the contact point, because that want to keep the collision detection independent from the constraint solver.
+struct btConstraintPersistentData
+{
+ inline btConstraintPersistentData()
+ :m_appliedImpulse(0.f),
+ m_prevAppliedImpulse(0.f),
+ m_accumulatedTangentImpulse0(0.f),
+ m_accumulatedTangentImpulse1(0.f),
+ m_jacDiagABInv(0.f),
+ m_persistentLifeTime(0),
+ m_restitution(0.f),
+ m_friction(0.f),
+ m_penetration(0.f),
+ m_contactSolverFunc(0),
+ m_frictionSolverFunc(0)
+ {
+ }
+
+
+ /// total applied impulse during most recent frame
+ float m_appliedImpulse;
+ float m_prevAppliedImpulse;
+ float m_accumulatedTangentImpulse0;
+ float m_accumulatedTangentImpulse1;
+
+ float m_jacDiagABInv;
+ float m_jacDiagABInvTangent0;
+ float m_jacDiagABInvTangent1;
+ int m_persistentLifeTime;
+ float m_restitution;
+ float m_friction;
+ float m_penetration;
+ btVector3 m_frictionWorldTangential0;
+ btVector3 m_frictionWorldTangential1;
+
+ ContactSolverFunc m_contactSolverFunc;
+ ContactSolverFunc m_frictionSolverFunc;
+
+};
+
+///bilateral constraint between two dynamic objects
+///positive distance = separation, negative distance = penetration
+void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
+ btRigidBody& body2, const btVector3& pos2,
+ btScalar distance, const btVector3& normal,btScalar& impulse ,float timeStep);
+
+
+///contact constraint resolution:
+///calculate and apply impulse to satisfy non-penetration and non-negative relative velocity constraint
+///positive distance = separation, negative distance = penetration
+float resolveSingleCollision(
+ btRigidBody& body1,
+ btRigidBody& body2,
+ btManifoldPoint& contactPoint,
+ const btContactSolverInfo& info);
+
+float resolveSingleFriction(
+ btRigidBody& body1,
+ btRigidBody& body2,
+ btManifoldPoint& contactPoint,
+ const btContactSolverInfo& solverInfo
+ );
+
+#endif //CONTACT_CONSTRAINT_H