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authorMartin Poirier <theeth@yahoo.com>2009-03-13 21:04:38 +0300
committerMartin Poirier <theeth@yahoo.com>2009-03-13 21:04:38 +0300
commit54a55827ecee7f25d6a52255d8a639498a678fa6 (patch)
tree6311657bfab7e75fa59e6828e0381bdcd4ec9eda /extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h
parentdff781c2a8c77f35fefe00b0a561235861d4d053 (diff)
parent39acb4efa4c3f35806f5dc37124ff1028eb18215 (diff)
merging trunk 19093:19274etch-a-ton
Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h')
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h72
1 files changed, 32 insertions, 40 deletions
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h
index 7143bc41991..90e7fc8354d 100644
--- a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h
+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h
@@ -23,67 +23,59 @@ class btIDebugDraw;
#include "btSolverConstraint.h"
-/// btSequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
-/// The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
-/// Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
-/// Applies impulses for combined restitution and penetration recovery and to simulate friction
+
+///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method.
class btSequentialImpulseConstraintSolver : public btConstraintSolver
{
+protected:
btAlignedObjectArray<btSolverBody> m_tmpSolverBodyPool;
- btAlignedObjectArray<btSolverConstraint> m_tmpSolverConstraintPool;
- btAlignedObjectArray<btSolverConstraint> m_tmpSolverFrictionConstraintPool;
+ btConstraintArray m_tmpSolverContactConstraintPool;
+ btConstraintArray m_tmpSolverNonContactConstraintPool;
+ btConstraintArray m_tmpSolverContactFrictionConstraintPool;
btAlignedObjectArray<int> m_orderTmpConstraintPool;
btAlignedObjectArray<int> m_orderFrictionConstraintPool;
-
-protected:
- btScalar solve(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer);
- btScalar solveFriction(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer);
- void prepareConstraints(btPersistentManifold* manifoldPtr, const btContactSolverInfo& info,btIDebugDraw* debugDrawer);
- void addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation);
-
- ContactSolverFunc m_contactDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES];
- ContactSolverFunc m_frictionDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES];
-
+ btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation);
///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
unsigned long m_btSeed2;
-public:
+ void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject);
+ btScalar restitutionCurve(btScalar rel_vel, btScalar restitution);
-
- btSequentialImpulseConstraintSolver();
+ void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);
- ///Advanced: Override the default contact solving function for contacts, for certain types of rigidbody
- ///See btRigidBody::m_contactSolverType and btRigidBody::m_frictionSolverType
- void setContactSolverFunc(ContactSolverFunc func,int type0,int type1)
- {
- m_contactDispatch[type0][type1] = func;
- }
+ void resolveSplitPenetrationImpulseCacheFriendly(
+ btSolverBody& body1,
+ btSolverBody& body2,
+ const btSolverConstraint& contactConstraint,
+ const btContactSolverInfo& solverInfo);
+
+ //internal method
+ int getOrInitSolverBody(btCollisionObject& body);
+
+ void resolveSingleConstraintRowGeneric(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);
+
+ void resolveSingleConstraintRowGenericSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);
- ///Advanced: Override the default friction solving function for contacts, for certain types of rigidbody
- ///See btRigidBody::m_contactSolverType and btRigidBody::m_frictionSolverType
- void SetFrictionSolverFunc(ContactSolverFunc func,int type0,int type1)
- {
- m_frictionDispatch[type0][type1] = func;
- }
+ void resolveSingleConstraintRowLowerLimit(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);
+
+ void resolveSingleConstraintRowLowerLimitSIMD(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& contactConstraint);
+
+public:
- virtual ~btSequentialImpulseConstraintSolver();
- virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher);
+ btSequentialImpulseConstraintSolver();
+ virtual ~btSequentialImpulseConstraintSolver();
- virtual btScalar solveGroupCacheFriendly(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
- btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
+ virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher);
+
btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
-
+ btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
///clear internal cached data and reset random seed
virtual void reset();
-
- btScalar solveCombinedContactFriction(btRigidBody* body0,btRigidBody* body1, btManifoldPoint& cp, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer);
-
-
unsigned long btRand2();