diff options
Diffstat (limited to 'extern/bullet2/BulletDynamics')
49 files changed, 14945 insertions, 0 deletions
diff --git a/extern/bullet2/BulletDynamics/CMakeLists.txt b/extern/bullet2/BulletDynamics/CMakeLists.txt new file mode 100644 index 00000000000..7516e2b957f --- /dev/null +++ b/extern/bullet2/BulletDynamics/CMakeLists.txt @@ -0,0 +1,112 @@ +INCLUDE_DIRECTORIES( ${BULLET_PHYSICS_SOURCE_DIR}/src ) + + + +SET(BulletDynamics_SRCS + Character/btKinematicCharacterController.cpp + ConstraintSolver/btConeTwistConstraint.cpp + ConstraintSolver/btContactConstraint.cpp + ConstraintSolver/btGeneric6DofConstraint.cpp + ConstraintSolver/btGeneric6DofSpringConstraint.cpp + ConstraintSolver/btHinge2Constraint.cpp + ConstraintSolver/btHingeConstraint.cpp + ConstraintSolver/btPoint2PointConstraint.cpp + ConstraintSolver/btSequentialImpulseConstraintSolver.cpp + ConstraintSolver/btSliderConstraint.cpp + ConstraintSolver/btSolve2LinearConstraint.cpp + ConstraintSolver/btTypedConstraint.cpp + ConstraintSolver/btUniversalConstraint.cpp + Dynamics/btContinuousDynamicsWorld.cpp + Dynamics/btDiscreteDynamicsWorld.cpp + Dynamics/btRigidBody.cpp + Dynamics/btSimpleDynamicsWorld.cpp + Dynamics/Bullet-C-API.cpp + Vehicle/btRaycastVehicle.cpp + Vehicle/btWheelInfo.cpp +) + +SET(Root_HDRS + ../btBulletDynamicsCommon.h + ../btBulletCollisionCommon.h +) +SET(ConstraintSolver_HDRS + ConstraintSolver/btConeTwistConstraint.h + ConstraintSolver/btConstraintSolver.h + ConstraintSolver/btContactConstraint.h + ConstraintSolver/btContactSolverInfo.h + ConstraintSolver/btGeneric6DofConstraint.h + ConstraintSolver/btGeneric6DofSpringConstraint.h + ConstraintSolver/btHinge2Constraint.h + ConstraintSolver/btHingeConstraint.h + ConstraintSolver/btJacobianEntry.h + ConstraintSolver/btPoint2PointConstraint.h + ConstraintSolver/btSequentialImpulseConstraintSolver.h + ConstraintSolver/btSliderConstraint.h + ConstraintSolver/btSolve2LinearConstraint.h + ConstraintSolver/btSolverBody.h + ConstraintSolver/btSolverConstraint.h + ConstraintSolver/btTypedConstraint.h + ConstraintSolver/btUniversalConstraint.h +) +SET(Dynamics_HDRS + Dynamics/btActionInterface.h + Dynamics/btContinuousDynamicsWorld.h + Dynamics/btDiscreteDynamicsWorld.h + Dynamics/btDynamicsWorld.h + Dynamics/btSimpleDynamicsWorld.h + Dynamics/btRigidBody.h +) +SET(Vehicle_HDRS + Vehicle/btRaycastVehicle.h + Vehicle/btVehicleRaycaster.h + Vehicle/btWheelInfo.h +) + +SET(Character_HDRS + Character/btCharacterControllerInterface.h + Character/btKinematicCharacterController.h +) + + + +SET(BulletDynamics_HDRS + ${Root_HDRS} + ${ConstraintSolver_HDRS} + ${Dynamics_HDRS} + ${Vehicle_HDRS} + ${Character_HDRS} +) + + +ADD_LIBRARY(BulletDynamics ${BulletDynamics_SRCS} ${BulletDynamics_HDRS}) +SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES VERSION ${BULLET_VERSION}) +SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES SOVERSION ${BULLET_VERSION}) +IF (BUILD_SHARED_LIBS) + TARGET_LINK_LIBRARIES(BulletDynamics BulletCollision LinearMath) +ENDIF (BUILD_SHARED_LIBS) + +IF (INSTALL_LIBS) + IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES) + IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5) + IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK) + INSTALL(TARGETS BulletDynamics DESTINATION .) + ELSE (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK) + INSTALL(TARGETS BulletDynamics DESTINATION lib${LIB_SUFFIX}) + INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} DESTINATION include FILES_MATCHING PATTERN "*.h") + INSTALL(FILES ../btBulletDynamicsCommon.h DESTINATION include/BulletDynamics) + ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK) + ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5) + + IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK) + SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES FRAMEWORK true) + + SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES PUBLIC_HEADER ${Root_HDRS}) + # Have to list out sub-directories manually: + SET_PROPERTY(SOURCE ${ConstraintSolver_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/ConstraintSolver) + SET_PROPERTY(SOURCE ${Dynamics_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Dynamics) + SET_PROPERTY(SOURCE ${Vehicle_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Vehicle) + SET_PROPERTY(SOURCE ${Character_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Character) + + ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK) + ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES) +ENDIF (INSTALL_LIBS)
\ No newline at end of file diff --git a/extern/bullet2/BulletDynamics/Character/btCharacterControllerInterface.h b/extern/bullet2/BulletDynamics/Character/btCharacterControllerInterface.h new file mode 100644 index 00000000000..19373daa241 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Character/btCharacterControllerInterface.h @@ -0,0 +1,45 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com + +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 CHARACTER_CONTROLLER_INTERFACE_H +#define CHARACTER_CONTROLLER_INTERFACE_H + +#include "LinearMath/btVector3.h" +#include "BulletDynamics/Dynamics/btActionInterface.h" + +class btCollisionShape; +class btRigidBody; +class btCollisionWorld; + +class btCharacterControllerInterface : public btActionInterface +{ +public: + btCharacterControllerInterface () {}; + virtual ~btCharacterControllerInterface () {}; + + virtual void setWalkDirection(const btVector3& walkDirection) = 0; + virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0; + virtual void reset () = 0; + virtual void warp (const btVector3& origin) = 0; + + virtual void preStep ( btCollisionWorld* collisionWorld) = 0; + virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0; + virtual bool canJump () const = 0; + virtual void jump () = 0; + + virtual bool onGround () const = 0; +}; + +#endif diff --git a/extern/bullet2/BulletDynamics/Character/btKinematicCharacterController.cpp b/extern/bullet2/BulletDynamics/Character/btKinematicCharacterController.cpp new file mode 100644 index 00000000000..d551218272e --- /dev/null +++ b/extern/bullet2/BulletDynamics/Character/btKinematicCharacterController.cpp @@ -0,0 +1,553 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com + +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. +*/ + + +#include "LinearMath/btIDebugDraw.h" +#include "BulletCollision/CollisionDispatch/btGhostObject.h" +#include "BulletCollision/CollisionShapes/btMultiSphereShape.h" +#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h" +#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" +#include "BulletCollision/CollisionDispatch/btCollisionWorld.h" +#include "LinearMath/btDefaultMotionState.h" +#include "btKinematicCharacterController.h" + + +// static helper method +static btVector3 +getNormalizedVector(const btVector3& v) +{ + btVector3 n = v.normalized(); + if (n.length() < SIMD_EPSILON) { + n.setValue(0, 0, 0); + } + return n; +} + + +///@todo Interact with dynamic objects, +///Ride kinematicly animated platforms properly +///More realistic (or maybe just a config option) falling +/// -> Should integrate falling velocity manually and use that in stepDown() +///Support jumping +///Support ducking +class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback +{ +public: + btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) + { + m_me = me; + } + + virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) + { + if (rayResult.m_collisionObject == m_me) + return 1.0; + + return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); + } +protected: + btCollisionObject* m_me; +}; + +class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback +{ +public: + btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) + { + m_me = me; + } + + virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace) + { + if (convexResult.m_hitCollisionObject == m_me) + return 1.0; + + return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace); + } +protected: + btCollisionObject* m_me; +}; + +/* + * Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal' + * + * from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html + */ +btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal) +{ + return direction - (btScalar(2.0) * direction.dot(normal)) * normal; +} + +/* + * Returns the portion of 'direction' that is parallel to 'normal' + */ +btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal) +{ + btScalar magnitude = direction.dot(normal); + return normal * magnitude; +} + +/* + * Returns the portion of 'direction' that is perpindicular to 'normal' + */ +btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal) +{ + return direction - parallelComponent(direction, normal); +} + +btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis) +{ + m_upAxis = upAxis; + m_addedMargin = 0.02f; + m_walkDirection.setValue(0,0,0); + m_useGhostObjectSweepTest = true; + m_ghostObject = ghostObject; + m_stepHeight = stepHeight; + m_turnAngle = btScalar(0.0); + m_convexShape=convexShape; + m_useWalkDirection = true; // use walk direction by default, legacy behavior + m_velocityTimeInterval = 0.0; +} + +btKinematicCharacterController::~btKinematicCharacterController () +{ +} + +btPairCachingGhostObject* btKinematicCharacterController::getGhostObject() +{ + return m_ghostObject; +} + +bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld) +{ + + bool penetration = false; + + collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher()); + + m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); + + btScalar maxPen = btScalar(0.0); + for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++) + { + m_manifoldArray.resize(0); + + btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i]; + + if (collisionPair->m_algorithm) + collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray); + + + for (int j=0;j<m_manifoldArray.size();j++) + { + btPersistentManifold* manifold = m_manifoldArray[j]; + btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); + for (int p=0;p<manifold->getNumContacts();p++) + { + const btManifoldPoint&pt = manifold->getContactPoint(p); + + if (pt.getDistance() < 0.0) + { + if (pt.getDistance() < maxPen) + { + maxPen = pt.getDistance(); + m_touchingNormal = pt.m_normalWorldOnB * directionSign;//?? + + } + m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2); + penetration = true; + } else { + //printf("touching %f\n", pt.getDistance()); + } + } + + //manifold->clearManifold(); + } + } + btTransform newTrans = m_ghostObject->getWorldTransform(); + newTrans.setOrigin(m_currentPosition); + m_ghostObject->setWorldTransform(newTrans); +// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]); + return penetration; +} + +void btKinematicCharacterController::stepUp ( btCollisionWorld* world) +{ + // phase 1: up + btTransform start, end; + m_targetPosition = m_currentPosition + getUpAxisDirections()[m_upAxis] * m_stepHeight; + + start.setIdentity (); + end.setIdentity (); + + /* FIXME: Handle penetration properly */ + start.setOrigin (m_currentPosition + getUpAxisDirections()[m_upAxis] * btScalar(0.1f)); + end.setOrigin (m_targetPosition); + + btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject); + callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; + callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; + + if (m_useGhostObjectSweepTest) + { + m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration); + } + else + { + world->convexSweepTest (m_convexShape, start, end, callback); + } + + if (callback.hasHit()) + { + // we moved up only a fraction of the step height + m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction; + m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + } else { + m_currentStepOffset = m_stepHeight; + m_currentPosition = m_targetPosition; + } +} + +void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) +{ + btVector3 movementDirection = m_targetPosition - m_currentPosition; + btScalar movementLength = movementDirection.length(); + if (movementLength>SIMD_EPSILON) + { + movementDirection.normalize(); + + btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal); + reflectDir.normalize(); + + btVector3 parallelDir, perpindicularDir; + + parallelDir = parallelComponent (reflectDir, hitNormal); + perpindicularDir = perpindicularComponent (reflectDir, hitNormal); + + m_targetPosition = m_currentPosition; + if (0)//tangentMag != 0.0) + { + btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength); +// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]); + m_targetPosition += parComponent; + } + + if (normalMag != 0.0) + { + btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength); +// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]); + m_targetPosition += perpComponent; + } + } else + { +// printf("movementLength don't normalize a zero vector\n"); + } +} + +void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove) +{ + // printf("m_normalizedDirection=%f,%f,%f\n", + // m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[2]); + // phase 2: forward and strafe + btTransform start, end; + m_targetPosition = m_currentPosition + walkMove; + start.setIdentity (); + end.setIdentity (); + + btScalar fraction = 1.0; + btScalar distance2 = (m_currentPosition-m_targetPosition).length2(); +// printf("distance2=%f\n",distance2); + + if (m_touchingContact) + { + if (m_normalizedDirection.dot(m_touchingNormal) > btScalar(0.0)) + updateTargetPositionBasedOnCollision (m_touchingNormal); + } + + int maxIter = 10; + + while (fraction > btScalar(0.01) && maxIter-- > 0) + { + start.setOrigin (m_currentPosition); + end.setOrigin (m_targetPosition); + + btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject); + callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; + callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; + + + btScalar margin = m_convexShape->getMargin(); + m_convexShape->setMargin(margin + m_addedMargin); + + + if (m_useGhostObjectSweepTest) + { + m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + } else + { + collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + } + + m_convexShape->setMargin(margin); + + + fraction -= callback.m_closestHitFraction; + + if (callback.hasHit()) + { + // we moved only a fraction + btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length(); + if (hitDistance<0.f) + { +// printf("neg dist?\n"); + } + + /* If the distance is farther than the collision margin, move */ + if (hitDistance > m_addedMargin) + { +// printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction); + m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + } + + updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld); + btVector3 currentDir = m_targetPosition - m_currentPosition; + distance2 = currentDir.length2(); + if (distance2 > SIMD_EPSILON) + { + currentDir.normalize(); + /* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */ + if (currentDir.dot(m_normalizedDirection) <= btScalar(0.0)) + { + break; + } + } else + { +// printf("currentDir: don't normalize a zero vector\n"); + break; + } + } else { + // we moved whole way + m_currentPosition = m_targetPosition; + } + + // if (callback.m_closestHitFraction == 0.f) + // break; + + } +} + +void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt) +{ + btTransform start, end; + + // phase 3: down + btVector3 step_drop = getUpAxisDirections()[m_upAxis] * m_currentStepOffset; + btVector3 gravity_drop = getUpAxisDirections()[m_upAxis] * m_stepHeight; + m_targetPosition -= (step_drop + gravity_drop); + + start.setIdentity (); + end.setIdentity (); + + start.setOrigin (m_currentPosition); + end.setOrigin (m_targetPosition); + + btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject); + callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; + callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; + + if (m_useGhostObjectSweepTest) + { + m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + } else + { + collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + } + + if (callback.hasHit()) + { + // we dropped a fraction of the height -> hit floor + m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + } else { + // we dropped the full height + + m_currentPosition = m_targetPosition; + } +} + + + +void btKinematicCharacterController::setWalkDirection +( +const btVector3& walkDirection +) +{ + m_useWalkDirection = true; + m_walkDirection = walkDirection; + m_normalizedDirection = getNormalizedVector(m_walkDirection); +} + + + +void btKinematicCharacterController::setVelocityForTimeInterval +( +const btVector3& velocity, +btScalar timeInterval +) +{ +// printf("setVelocity!\n"); +// printf(" interval: %f\n", timeInterval); +// printf(" velocity: (%f, %f, %f)\n", +// velocity.x(), velocity.y(), velocity.z()); + + m_useWalkDirection = false; + m_walkDirection = velocity; + m_normalizedDirection = getNormalizedVector(m_walkDirection); + m_velocityTimeInterval = timeInterval; +} + + + +void btKinematicCharacterController::reset () +{ +} + +void btKinematicCharacterController::warp (const btVector3& origin) +{ + btTransform xform; + xform.setIdentity(); + xform.setOrigin (origin); + m_ghostObject->setWorldTransform (xform); +} + + +void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld) +{ + + int numPenetrationLoops = 0; + m_touchingContact = false; + while (recoverFromPenetration (collisionWorld)) + { + numPenetrationLoops++; + m_touchingContact = true; + if (numPenetrationLoops > 4) + { +// printf("character could not recover from penetration = %d\n", numPenetrationLoops); + break; + } + } + + m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); + m_targetPosition = m_currentPosition; +// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]); + + +} + +void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt) +{ +// printf("playerStep(): "); +// printf(" dt = %f", dt); + + // quick check... + if (!m_useWalkDirection && m_velocityTimeInterval <= 0.0) { +// printf("\n"); + return; // no motion + } + + btTransform xform; + xform = m_ghostObject->getWorldTransform (); + +// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]); +// printf("walkSpeed=%f\n",walkSpeed); + + stepUp (collisionWorld); + if (m_useWalkDirection) { + stepForwardAndStrafe (collisionWorld, m_walkDirection); + } else { + //printf(" time: %f", m_velocityTimeInterval); + // still have some time left for moving! + btScalar dtMoving = + (dt < m_velocityTimeInterval) ? dt : m_velocityTimeInterval; + m_velocityTimeInterval -= dt; + + // how far will we move while we are moving? + btVector3 move = m_walkDirection * dtMoving; + + // printf(" dtMoving: %f", dtMoving); + + // okay, step + stepForwardAndStrafe(collisionWorld, move); + } + stepDown (collisionWorld, dt); + + // printf("\n"); + + xform.setOrigin (m_currentPosition); + m_ghostObject->setWorldTransform (xform); +} + +void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed) +{ + m_fallSpeed = fallSpeed; +} + +void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed) +{ + m_jumpSpeed = jumpSpeed; +} + +void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight) +{ + m_maxJumpHeight = maxJumpHeight; +} + +bool btKinematicCharacterController::canJump () const +{ + return onGround(); +} + +void btKinematicCharacterController::jump () +{ + if (!canJump()) + return; + +#if 0 + currently no jumping. + btTransform xform; + m_rigidBody->getMotionState()->getWorldTransform (xform); + btVector3 up = xform.getBasis()[1]; + up.normalize (); + btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0); + m_rigidBody->applyCentralImpulse (up * magnitude); +#endif +} + +bool btKinematicCharacterController::onGround () const +{ + return true; +} + + +void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer) +{ +} + + +btVector3* btKinematicCharacterController::getUpAxisDirections() +{ + static btVector3 sUpAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) }; + + return sUpAxisDirection; +}
\ No newline at end of file diff --git a/extern/bullet2/BulletDynamics/Character/btKinematicCharacterController.h b/extern/bullet2/BulletDynamics/Character/btKinematicCharacterController.h new file mode 100644 index 00000000000..16bf5df7e70 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Character/btKinematicCharacterController.h @@ -0,0 +1,145 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com + +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 KINEMATIC_CHARACTER_CONTROLLER_H +#define KINEMATIC_CHARACTER_CONTROLLER_H + +#include "LinearMath/btVector3.h" + +#include "btCharacterControllerInterface.h" + +#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" + + +class btCollisionShape; +class btRigidBody; +class btCollisionWorld; +class btCollisionDispatcher; +class btPairCachingGhostObject; + +///btKinematicCharacterController is an object that supports a sliding motion in a world. +///It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations. +///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user. +class btKinematicCharacterController : public btCharacterControllerInterface +{ +protected: + + btScalar m_halfHeight; + + btPairCachingGhostObject* m_ghostObject; + btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast + + btScalar m_fallSpeed; + btScalar m_jumpSpeed; + btScalar m_maxJumpHeight; + + btScalar m_turnAngle; + + btScalar m_stepHeight; + + btScalar m_addedMargin;//@todo: remove this and fix the code + + ///this is the desired walk direction, set by the user + btVector3 m_walkDirection; + btVector3 m_normalizedDirection; + + //some internal variables + btVector3 m_currentPosition; + btScalar m_currentStepOffset; + btVector3 m_targetPosition; + + ///keep track of the contact manifolds + btManifoldArray m_manifoldArray; + + bool m_touchingContact; + btVector3 m_touchingNormal; + + bool m_useGhostObjectSweepTest; + bool m_useWalkDirection; + btScalar m_velocityTimeInterval; + int m_upAxis; + + static btVector3* getUpAxisDirections(); + + btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal); + btVector3 parallelComponent (const btVector3& direction, const btVector3& normal); + btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal); + + bool recoverFromPenetration ( btCollisionWorld* collisionWorld); + void stepUp (btCollisionWorld* collisionWorld); + void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0)); + void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove); + void stepDown (btCollisionWorld* collisionWorld, btScalar dt); +public: + btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1); + ~btKinematicCharacterController (); + + + ///btActionInterface interface + virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime) + { + preStep ( collisionWorld); + playerStep (collisionWorld, deltaTime); + } + + ///btActionInterface interface + void debugDraw(btIDebugDraw* debugDrawer); + + void setUpAxis (int axis) + { + if (axis < 0) + axis = 0; + if (axis > 2) + axis = 2; + m_upAxis = axis; + } + + /// This should probably be called setPositionIncrementPerSimulatorStep. + /// This is neither a direction nor a velocity, but the amount to + /// increment the position each simulation iteration, regardless + /// of dt. + /// This call will reset any velocity set by setVelocityForTimeInterval(). + virtual void setWalkDirection(const btVector3& walkDirection); + + /// Caller provides a velocity with which the character should move for + /// the given time period. After the time period, velocity is reset + /// to zero. + /// This call will reset any walk direction set by setWalkDirection(). + /// Negative time intervals will result in no motion. + virtual void setVelocityForTimeInterval(const btVector3& velocity, + btScalar timeInterval); + + void reset (); + void warp (const btVector3& origin); + + void preStep ( btCollisionWorld* collisionWorld); + void playerStep ( btCollisionWorld* collisionWorld, btScalar dt); + + void setFallSpeed (btScalar fallSpeed); + void setJumpSpeed (btScalar jumpSpeed); + void setMaxJumpHeight (btScalar maxJumpHeight); + bool canJump () const; + void jump (); + + btPairCachingGhostObject* getGhostObject(); + void setUseGhostSweepTest(bool useGhostObjectSweepTest) + { + m_useGhostObjectSweepTest = useGhostObjectSweepTest; + } + + bool onGround () const; +}; + +#endif // KINEMATIC_CHARACTER_CONTROLLER_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp new file mode 100644 index 00000000000..bf77c495404 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp @@ -0,0 +1,1117 @@ +/* +Bullet Continuous Collision Detection and Physics Library +btConeTwistConstraint is Copyright (c) 2007 Starbreeze Studios + +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. + +Written by: Marcus Hennix +*/ + + +#include "btConeTwistConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" +#include "LinearMath/btMinMax.h" +#include <new> + + + +//#define CONETWIST_USE_OBSOLETE_SOLVER true +#define CONETWIST_USE_OBSOLETE_SOLVER false +#define CONETWIST_DEF_FIX_THRESH btScalar(.05f) + + +SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis, const btMatrix3x3& invInertiaWorld) +{ + btVector3 vec = axis * invInertiaWorld; + return axis.dot(vec); +} + + + + +btConeTwistConstraint::btConeTwistConstraint(btRigidBody& rbA,btRigidBody& rbB, + const btTransform& rbAFrame,const btTransform& rbBFrame) + :btTypedConstraint(CONETWIST_CONSTRAINT_TYPE, rbA,rbB),m_rbAFrame(rbAFrame),m_rbBFrame(rbBFrame), + m_angularOnly(false), + m_useSolveConstraintObsolete(CONETWIST_USE_OBSOLETE_SOLVER) +{ + init(); +} + +btConeTwistConstraint::btConeTwistConstraint(btRigidBody& rbA,const btTransform& rbAFrame) + :btTypedConstraint(CONETWIST_CONSTRAINT_TYPE,rbA),m_rbAFrame(rbAFrame), + m_angularOnly(false), + m_useSolveConstraintObsolete(CONETWIST_USE_OBSOLETE_SOLVER) +{ + m_rbBFrame = m_rbAFrame; + init(); +} + + +void btConeTwistConstraint::init() +{ + m_angularOnly = false; + m_solveTwistLimit = false; + m_solveSwingLimit = false; + m_bMotorEnabled = false; + m_maxMotorImpulse = btScalar(-1); + + setLimit(btScalar(BT_LARGE_FLOAT), btScalar(BT_LARGE_FLOAT), btScalar(BT_LARGE_FLOAT)); + m_damping = btScalar(0.01); + m_fixThresh = CONETWIST_DEF_FIX_THRESH; + m_flags = 0; + m_linCFM = btScalar(0.f); + m_linERP = btScalar(0.7f); + m_angCFM = btScalar(0.f); +} + + +void btConeTwistConstraint::getInfo1 (btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } + else + { + info->m_numConstraintRows = 3; + info->nub = 3; + calcAngleInfo2(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getInvInertiaTensorWorld(),m_rbB.getInvInertiaTensorWorld()); + if(m_solveSwingLimit) + { + info->m_numConstraintRows++; + info->nub--; + if((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh)) + { + info->m_numConstraintRows++; + info->nub--; + } + } + if(m_solveTwistLimit) + { + info->m_numConstraintRows++; + info->nub--; + } + } +} + +void btConeTwistConstraint::getInfo1NonVirtual (btConstraintInfo1* info) +{ + //always reserve 6 rows: object transform is not available on SPU + info->m_numConstraintRows = 6; + info->nub = 0; + +} + + +void btConeTwistConstraint::getInfo2 (btConstraintInfo2* info) +{ + getInfo2NonVirtual(info,m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getInvInertiaTensorWorld(),m_rbB.getInvInertiaTensorWorld()); +} + +void btConeTwistConstraint::getInfo2NonVirtual (btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btMatrix3x3& invInertiaWorldA,const btMatrix3x3& invInertiaWorldB) +{ + calcAngleInfo2(transA,transB,invInertiaWorldA,invInertiaWorldB); + + btAssert(!m_useSolveConstraintObsolete); + // set jacobian + info->m_J1linearAxis[0] = 1; + info->m_J1linearAxis[info->rowskip+1] = 1; + info->m_J1linearAxis[2*info->rowskip+2] = 1; + btVector3 a1 = transA.getBasis() * m_rbAFrame.getOrigin(); + { + btVector3* angular0 = (btVector3*)(info->m_J1angularAxis); + btVector3* angular1 = (btVector3*)(info->m_J1angularAxis+info->rowskip); + btVector3* angular2 = (btVector3*)(info->m_J1angularAxis+2*info->rowskip); + btVector3 a1neg = -a1; + a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); + } + btVector3 a2 = transB.getBasis() * m_rbBFrame.getOrigin(); + { + btVector3* angular0 = (btVector3*)(info->m_J2angularAxis); + btVector3* angular1 = (btVector3*)(info->m_J2angularAxis+info->rowskip); + btVector3* angular2 = (btVector3*)(info->m_J2angularAxis+2*info->rowskip); + a2.getSkewSymmetricMatrix(angular0,angular1,angular2); + } + // set right hand side + btScalar linERP = (m_flags & BT_CONETWIST_FLAGS_LIN_ERP) ? m_linERP : info->erp; + btScalar k = info->fps * linERP; + int j; + for (j=0; j<3; j++) + { + info->m_constraintError[j*info->rowskip] = k * (a2[j] + transB.getOrigin()[j] - a1[j] - transA.getOrigin()[j]); + info->m_lowerLimit[j*info->rowskip] = -SIMD_INFINITY; + info->m_upperLimit[j*info->rowskip] = SIMD_INFINITY; + if(m_flags & BT_CONETWIST_FLAGS_LIN_CFM) + { + info->cfm[j*info->rowskip] = m_linCFM; + } + } + int row = 3; + int srow = row * info->rowskip; + btVector3 ax1; + // angular limits + if(m_solveSwingLimit) + { + btScalar *J1 = info->m_J1angularAxis; + btScalar *J2 = info->m_J2angularAxis; + if((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh)) + { + btTransform trA = transA*m_rbAFrame; + btVector3 p = trA.getBasis().getColumn(1); + btVector3 q = trA.getBasis().getColumn(2); + int srow1 = srow + info->rowskip; + J1[srow+0] = p[0]; + J1[srow+1] = p[1]; + J1[srow+2] = p[2]; + J1[srow1+0] = q[0]; + J1[srow1+1] = q[1]; + J1[srow1+2] = q[2]; + J2[srow+0] = -p[0]; + J2[srow+1] = -p[1]; + J2[srow+2] = -p[2]; + J2[srow1+0] = -q[0]; + J2[srow1+1] = -q[1]; + J2[srow1+2] = -q[2]; + btScalar fact = info->fps * m_relaxationFactor; + info->m_constraintError[srow] = fact * m_swingAxis.dot(p); + info->m_constraintError[srow1] = fact * m_swingAxis.dot(q); + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + info->m_lowerLimit[srow1] = -SIMD_INFINITY; + info->m_upperLimit[srow1] = SIMD_INFINITY; + srow = srow1 + info->rowskip; + } + else + { + ax1 = m_swingAxis * m_relaxationFactor * m_relaxationFactor; + J1[srow+0] = ax1[0]; + J1[srow+1] = ax1[1]; + J1[srow+2] = ax1[2]; + J2[srow+0] = -ax1[0]; + J2[srow+1] = -ax1[1]; + J2[srow+2] = -ax1[2]; + btScalar k = info->fps * m_biasFactor; + + info->m_constraintError[srow] = k * m_swingCorrection; + if(m_flags & BT_CONETWIST_FLAGS_ANG_CFM) + { + info->cfm[srow] = m_angCFM; + } + // m_swingCorrection is always positive or 0 + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + srow += info->rowskip; + } + } + if(m_solveTwistLimit) + { + ax1 = m_twistAxis * m_relaxationFactor * m_relaxationFactor; + btScalar *J1 = info->m_J1angularAxis; + btScalar *J2 = info->m_J2angularAxis; + J1[srow+0] = ax1[0]; + J1[srow+1] = ax1[1]; + J1[srow+2] = ax1[2]; + J2[srow+0] = -ax1[0]; + J2[srow+1] = -ax1[1]; + J2[srow+2] = -ax1[2]; + btScalar k = info->fps * m_biasFactor; + info->m_constraintError[srow] = k * m_twistCorrection; + if(m_flags & BT_CONETWIST_FLAGS_ANG_CFM) + { + info->cfm[srow] = m_angCFM; + } + if(m_twistSpan > 0.0f) + { + + if(m_twistCorrection > 0.0f) + { + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else + { + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = 0; + } + } + else + { + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + srow += info->rowskip; + } +} + + + +void btConeTwistConstraint::buildJacobian() +{ + if (m_useSolveConstraintObsolete) + { + m_appliedImpulse = btScalar(0.); + m_accTwistLimitImpulse = btScalar(0.); + m_accSwingLimitImpulse = btScalar(0.); + m_accMotorImpulse = btVector3(0.,0.,0.); + + if (!m_angularOnly) + { + btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); + btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); + btVector3 relPos = pivotBInW - pivotAInW; + + btVector3 normal[3]; + if (relPos.length2() > SIMD_EPSILON) + { + normal[0] = relPos.normalized(); + } + else + { + normal[0].setValue(btScalar(1.0),0,0); + } + + btPlaneSpace1(normal[0], normal[1], normal[2]); + + for (int i=0;i<3;i++) + { + new (&m_jac[i]) btJacobianEntry( + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + pivotAInW - m_rbA.getCenterOfMassPosition(), + pivotBInW - m_rbB.getCenterOfMassPosition(), + normal[i], + m_rbA.getInvInertiaDiagLocal(), + m_rbA.getInvMass(), + m_rbB.getInvInertiaDiagLocal(), + m_rbB.getInvMass()); + } + } + + calcAngleInfo2(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getInvInertiaTensorWorld(),m_rbB.getInvInertiaTensorWorld()); + } +} + + + +void btConeTwistConstraint::solveConstraintObsolete(btRigidBody& bodyA,btRigidBody& bodyB,btScalar timeStep) +{ + #ifndef __SPU__ + if (m_useSolveConstraintObsolete) + { + btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); + btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); + + btScalar tau = btScalar(0.3); + + //linear part + if (!m_angularOnly) + { + btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); + btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); + + btVector3 vel1; + bodyA.internalGetVelocityInLocalPointObsolete(rel_pos1,vel1); + btVector3 vel2; + bodyB.internalGetVelocityInLocalPointObsolete(rel_pos2,vel2); + btVector3 vel = vel1 - vel2; + + for (int i=0;i<3;i++) + { + const btVector3& normal = m_jac[i].m_linearJointAxis; + btScalar jacDiagABInv = btScalar(1.) / m_jac[i].getDiagonal(); + + btScalar rel_vel; + rel_vel = normal.dot(vel); + //positional error (zeroth order error) + btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal + btScalar impulse = depth*tau/timeStep * jacDiagABInv - rel_vel * jacDiagABInv; + m_appliedImpulse += impulse; + + btVector3 ftorqueAxis1 = rel_pos1.cross(normal); + btVector3 ftorqueAxis2 = rel_pos2.cross(normal); + bodyA.internalApplyImpulse(normal*m_rbA.getInvMass(), m_rbA.getInvInertiaTensorWorld()*ftorqueAxis1,impulse); + bodyB.internalApplyImpulse(normal*m_rbB.getInvMass(), m_rbB.getInvInertiaTensorWorld()*ftorqueAxis2,-impulse); + + } + } + + // apply motor + if (m_bMotorEnabled) + { + // compute current and predicted transforms + btTransform trACur = m_rbA.getCenterOfMassTransform(); + btTransform trBCur = m_rbB.getCenterOfMassTransform(); + btVector3 omegaA; bodyA.internalGetAngularVelocity(omegaA); + btVector3 omegaB; bodyB.internalGetAngularVelocity(omegaB); + btTransform trAPred; trAPred.setIdentity(); + btVector3 zerovec(0,0,0); + btTransformUtil::integrateTransform( + trACur, zerovec, omegaA, timeStep, trAPred); + btTransform trBPred; trBPred.setIdentity(); + btTransformUtil::integrateTransform( + trBCur, zerovec, omegaB, timeStep, trBPred); + + // compute desired transforms in world + btTransform trPose(m_qTarget); + btTransform trABDes = m_rbBFrame * trPose * m_rbAFrame.inverse(); + btTransform trADes = trBPred * trABDes; + btTransform trBDes = trAPred * trABDes.inverse(); + + // compute desired omegas in world + btVector3 omegaADes, omegaBDes; + + btTransformUtil::calculateVelocity(trACur, trADes, timeStep, zerovec, omegaADes); + btTransformUtil::calculateVelocity(trBCur, trBDes, timeStep, zerovec, omegaBDes); + + // compute delta omegas + btVector3 dOmegaA = omegaADes - omegaA; + btVector3 dOmegaB = omegaBDes - omegaB; + + // compute weighted avg axis of dOmega (weighting based on inertias) + btVector3 axisA, axisB; + btScalar kAxisAInv = 0, kAxisBInv = 0; + + if (dOmegaA.length2() > SIMD_EPSILON) + { + axisA = dOmegaA.normalized(); + kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(axisA); + } + + if (dOmegaB.length2() > SIMD_EPSILON) + { + axisB = dOmegaB.normalized(); + kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(axisB); + } + + btVector3 avgAxis = kAxisAInv * axisA + kAxisBInv * axisB; + + static bool bDoTorque = true; + if (bDoTorque && avgAxis.length2() > SIMD_EPSILON) + { + avgAxis.normalize(); + kAxisAInv = getRigidBodyA().computeAngularImpulseDenominator(avgAxis); + kAxisBInv = getRigidBodyB().computeAngularImpulseDenominator(avgAxis); + btScalar kInvCombined = kAxisAInv + kAxisBInv; + + btVector3 impulse = (kAxisAInv * dOmegaA - kAxisBInv * dOmegaB) / + (kInvCombined * kInvCombined); + + if (m_maxMotorImpulse >= 0) + { + btScalar fMaxImpulse = m_maxMotorImpulse; + if (m_bNormalizedMotorStrength) + fMaxImpulse = fMaxImpulse/kAxisAInv; + + btVector3 newUnclampedAccImpulse = m_accMotorImpulse + impulse; + btScalar newUnclampedMag = newUnclampedAccImpulse.length(); + if (newUnclampedMag > fMaxImpulse) + { + newUnclampedAccImpulse.normalize(); + newUnclampedAccImpulse *= fMaxImpulse; + impulse = newUnclampedAccImpulse - m_accMotorImpulse; + } + m_accMotorImpulse += impulse; + } + + btScalar impulseMag = impulse.length(); + btVector3 impulseAxis = impulse / impulseMag; + + bodyA.internalApplyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*impulseAxis, impulseMag); + bodyB.internalApplyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*impulseAxis, -impulseMag); + + } + } + else if (m_damping > SIMD_EPSILON) // no motor: do a little damping + { + btVector3 angVelA; bodyA.internalGetAngularVelocity(angVelA); + btVector3 angVelB; bodyB.internalGetAngularVelocity(angVelB); + btVector3 relVel = angVelB - angVelA; + if (relVel.length2() > SIMD_EPSILON) + { + btVector3 relVelAxis = relVel.normalized(); + btScalar m_kDamping = btScalar(1.) / + (getRigidBodyA().computeAngularImpulseDenominator(relVelAxis) + + getRigidBodyB().computeAngularImpulseDenominator(relVelAxis)); + btVector3 impulse = m_damping * m_kDamping * relVel; + + btScalar impulseMag = impulse.length(); + btVector3 impulseAxis = impulse / impulseMag; + bodyA.internalApplyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*impulseAxis, impulseMag); + bodyB.internalApplyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*impulseAxis, -impulseMag); + } + } + + // joint limits + { + ///solve angular part + btVector3 angVelA; + bodyA.internalGetAngularVelocity(angVelA); + btVector3 angVelB; + bodyB.internalGetAngularVelocity(angVelB); + + // solve swing limit + if (m_solveSwingLimit) + { + btScalar amplitude = m_swingLimitRatio * m_swingCorrection*m_biasFactor/timeStep; + btScalar relSwingVel = (angVelB - angVelA).dot(m_swingAxis); + if (relSwingVel > 0) + amplitude += m_swingLimitRatio * relSwingVel * m_relaxationFactor; + btScalar impulseMag = amplitude * m_kSwing; + + // Clamp the accumulated impulse + btScalar temp = m_accSwingLimitImpulse; + m_accSwingLimitImpulse = btMax(m_accSwingLimitImpulse + impulseMag, btScalar(0.0) ); + impulseMag = m_accSwingLimitImpulse - temp; + + btVector3 impulse = m_swingAxis * impulseMag; + + // don't let cone response affect twist + // (this can happen since body A's twist doesn't match body B's AND we use an elliptical cone limit) + { + btVector3 impulseTwistCouple = impulse.dot(m_twistAxisA) * m_twistAxisA; + btVector3 impulseNoTwistCouple = impulse - impulseTwistCouple; + impulse = impulseNoTwistCouple; + } + + impulseMag = impulse.length(); + btVector3 noTwistSwingAxis = impulse / impulseMag; + + bodyA.internalApplyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*noTwistSwingAxis, impulseMag); + bodyB.internalApplyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*noTwistSwingAxis, -impulseMag); + } + + + // solve twist limit + if (m_solveTwistLimit) + { + btScalar amplitude = m_twistLimitRatio * m_twistCorrection*m_biasFactor/timeStep; + btScalar relTwistVel = (angVelB - angVelA).dot( m_twistAxis ); + if (relTwistVel > 0) // only damp when moving towards limit (m_twistAxis flipping is important) + amplitude += m_twistLimitRatio * relTwistVel * m_relaxationFactor; + btScalar impulseMag = amplitude * m_kTwist; + + // Clamp the accumulated impulse + btScalar temp = m_accTwistLimitImpulse; + m_accTwistLimitImpulse = btMax(m_accTwistLimitImpulse + impulseMag, btScalar(0.0) ); + impulseMag = m_accTwistLimitImpulse - temp; + + btVector3 impulse = m_twistAxis * impulseMag; + + bodyA.internalApplyImpulse(btVector3(0,0,0), m_rbA.getInvInertiaTensorWorld()*m_twistAxis,impulseMag); + bodyB.internalApplyImpulse(btVector3(0,0,0), m_rbB.getInvInertiaTensorWorld()*m_twistAxis,-impulseMag); + } + } + } +#else +btAssert(0); +#endif //__SPU__ +} + + + + +void btConeTwistConstraint::updateRHS(btScalar timeStep) +{ + (void)timeStep; + +} + + +#ifndef __SPU__ +void btConeTwistConstraint::calcAngleInfo() +{ + m_swingCorrection = btScalar(0.); + m_twistLimitSign = btScalar(0.); + m_solveTwistLimit = false; + m_solveSwingLimit = false; + + btVector3 b1Axis1,b1Axis2,b1Axis3; + btVector3 b2Axis1,b2Axis2; + + b1Axis1 = getRigidBodyA().getCenterOfMassTransform().getBasis() * this->m_rbAFrame.getBasis().getColumn(0); + b2Axis1 = getRigidBodyB().getCenterOfMassTransform().getBasis() * this->m_rbBFrame.getBasis().getColumn(0); + + btScalar swing1=btScalar(0.),swing2 = btScalar(0.); + + btScalar swx=btScalar(0.),swy = btScalar(0.); + btScalar thresh = btScalar(10.); + btScalar fact; + + // Get Frame into world space + if (m_swingSpan1 >= btScalar(0.05f)) + { + b1Axis2 = getRigidBodyA().getCenterOfMassTransform().getBasis() * this->m_rbAFrame.getBasis().getColumn(1); + swx = b2Axis1.dot(b1Axis1); + swy = b2Axis1.dot(b1Axis2); + swing1 = btAtan2Fast(swy, swx); + fact = (swy*swy + swx*swx) * thresh * thresh; + fact = fact / (fact + btScalar(1.0)); + swing1 *= fact; + } + + if (m_swingSpan2 >= btScalar(0.05f)) + { + b1Axis3 = getRigidBodyA().getCenterOfMassTransform().getBasis() * this->m_rbAFrame.getBasis().getColumn(2); + swx = b2Axis1.dot(b1Axis1); + swy = b2Axis1.dot(b1Axis3); + swing2 = btAtan2Fast(swy, swx); + fact = (swy*swy + swx*swx) * thresh * thresh; + fact = fact / (fact + btScalar(1.0)); + swing2 *= fact; + } + + btScalar RMaxAngle1Sq = 1.0f / (m_swingSpan1*m_swingSpan1); + btScalar RMaxAngle2Sq = 1.0f / (m_swingSpan2*m_swingSpan2); + btScalar EllipseAngle = btFabs(swing1*swing1)* RMaxAngle1Sq + btFabs(swing2*swing2) * RMaxAngle2Sq; + + if (EllipseAngle > 1.0f) + { + m_swingCorrection = EllipseAngle-1.0f; + m_solveSwingLimit = true; + // Calculate necessary axis & factors + m_swingAxis = b2Axis1.cross(b1Axis2* b2Axis1.dot(b1Axis2) + b1Axis3* b2Axis1.dot(b1Axis3)); + m_swingAxis.normalize(); + btScalar swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f; + m_swingAxis *= swingAxisSign; + } + + // Twist limits + if (m_twistSpan >= btScalar(0.)) + { + btVector3 b2Axis2 = getRigidBodyB().getCenterOfMassTransform().getBasis() * this->m_rbBFrame.getBasis().getColumn(1); + btQuaternion rotationArc = shortestArcQuat(b2Axis1,b1Axis1); + btVector3 TwistRef = quatRotate(rotationArc,b2Axis2); + btScalar twist = btAtan2Fast( TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2) ); + m_twistAngle = twist; + +// btScalar lockedFreeFactor = (m_twistSpan > btScalar(0.05f)) ? m_limitSoftness : btScalar(0.); + btScalar lockedFreeFactor = (m_twistSpan > btScalar(0.05f)) ? btScalar(1.0f) : btScalar(0.); + if (twist <= -m_twistSpan*lockedFreeFactor) + { + m_twistCorrection = -(twist + m_twistSpan); + m_solveTwistLimit = true; + m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; + m_twistAxis.normalize(); + m_twistAxis *= -1.0f; + } + else if (twist > m_twistSpan*lockedFreeFactor) + { + m_twistCorrection = (twist - m_twistSpan); + m_solveTwistLimit = true; + m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; + m_twistAxis.normalize(); + } + } +} +#endif //__SPU__ + +static btVector3 vTwist(1,0,0); // twist axis in constraint's space + + + +void btConeTwistConstraint::calcAngleInfo2(const btTransform& transA, const btTransform& transB, const btMatrix3x3& invInertiaWorldA,const btMatrix3x3& invInertiaWorldB) +{ + m_swingCorrection = btScalar(0.); + m_twistLimitSign = btScalar(0.); + m_solveTwistLimit = false; + m_solveSwingLimit = false; + // compute rotation of A wrt B (in constraint space) + if (m_bMotorEnabled && (!m_useSolveConstraintObsolete)) + { // it is assumed that setMotorTarget() was alredy called + // and motor target m_qTarget is within constraint limits + // TODO : split rotation to pure swing and pure twist + // compute desired transforms in world + btTransform trPose(m_qTarget); + btTransform trA = transA * m_rbAFrame; + btTransform trB = transB * m_rbBFrame; + btTransform trDeltaAB = trB * trPose * trA.inverse(); + btQuaternion qDeltaAB = trDeltaAB.getRotation(); + btVector3 swingAxis = btVector3(qDeltaAB.x(), qDeltaAB.y(), qDeltaAB.z()); + m_swingAxis = swingAxis; + m_swingAxis.normalize(); + m_swingCorrection = qDeltaAB.getAngle(); + if(!btFuzzyZero(m_swingCorrection)) + { + m_solveSwingLimit = true; + } + return; + } + + + { + // compute rotation of A wrt B (in constraint space) + btQuaternion qA = transA.getRotation() * m_rbAFrame.getRotation(); + btQuaternion qB = transB.getRotation() * m_rbBFrame.getRotation(); + btQuaternion qAB = qB.inverse() * qA; + // split rotation into cone and twist + // (all this is done from B's perspective. Maybe I should be averaging axes...) + btVector3 vConeNoTwist = quatRotate(qAB, vTwist); vConeNoTwist.normalize(); + btQuaternion qABCone = shortestArcQuat(vTwist, vConeNoTwist); qABCone.normalize(); + btQuaternion qABTwist = qABCone.inverse() * qAB; qABTwist.normalize(); + + if (m_swingSpan1 >= m_fixThresh && m_swingSpan2 >= m_fixThresh) + { + btScalar swingAngle, swingLimit = 0; btVector3 swingAxis; + computeConeLimitInfo(qABCone, swingAngle, swingAxis, swingLimit); + + if (swingAngle > swingLimit * m_limitSoftness) + { + m_solveSwingLimit = true; + + // compute limit ratio: 0->1, where + // 0 == beginning of soft limit + // 1 == hard/real limit + m_swingLimitRatio = 1.f; + if (swingAngle < swingLimit && m_limitSoftness < 1.f - SIMD_EPSILON) + { + m_swingLimitRatio = (swingAngle - swingLimit * m_limitSoftness)/ + (swingLimit - swingLimit * m_limitSoftness); + } + + // swing correction tries to get back to soft limit + m_swingCorrection = swingAngle - (swingLimit * m_limitSoftness); + + // adjustment of swing axis (based on ellipse normal) + adjustSwingAxisToUseEllipseNormal(swingAxis); + + // Calculate necessary axis & factors + m_swingAxis = quatRotate(qB, -swingAxis); + + m_twistAxisA.setValue(0,0,0); + + m_kSwing = btScalar(1.) / + (computeAngularImpulseDenominator(m_swingAxis,invInertiaWorldA) + + computeAngularImpulseDenominator(m_swingAxis,invInertiaWorldB)); + } + } + else + { + // you haven't set any limits; + // or you're trying to set at least one of the swing limits too small. (if so, do you really want a conetwist constraint?) + // anyway, we have either hinge or fixed joint + btVector3 ivA = transA.getBasis() * m_rbAFrame.getBasis().getColumn(0); + btVector3 jvA = transA.getBasis() * m_rbAFrame.getBasis().getColumn(1); + btVector3 kvA = transA.getBasis() * m_rbAFrame.getBasis().getColumn(2); + btVector3 ivB = transB.getBasis() * m_rbBFrame.getBasis().getColumn(0); + btVector3 target; + btScalar x = ivB.dot(ivA); + btScalar y = ivB.dot(jvA); + btScalar z = ivB.dot(kvA); + if((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh)) + { // fixed. We'll need to add one more row to constraint + if((!btFuzzyZero(y)) || (!(btFuzzyZero(z)))) + { + m_solveSwingLimit = true; + m_swingAxis = -ivB.cross(ivA); + } + } + else + { + if(m_swingSpan1 < m_fixThresh) + { // hinge around Y axis + if(!(btFuzzyZero(y))) + { + m_solveSwingLimit = true; + if(m_swingSpan2 >= m_fixThresh) + { + y = btScalar(0.f); + btScalar span2 = btAtan2(z, x); + if(span2 > m_swingSpan2) + { + x = btCos(m_swingSpan2); + z = btSin(m_swingSpan2); + } + else if(span2 < -m_swingSpan2) + { + x = btCos(m_swingSpan2); + z = -btSin(m_swingSpan2); + } + } + } + } + else + { // hinge around Z axis + if(!btFuzzyZero(z)) + { + m_solveSwingLimit = true; + if(m_swingSpan1 >= m_fixThresh) + { + z = btScalar(0.f); + btScalar span1 = btAtan2(y, x); + if(span1 > m_swingSpan1) + { + x = btCos(m_swingSpan1); + y = btSin(m_swingSpan1); + } + else if(span1 < -m_swingSpan1) + { + x = btCos(m_swingSpan1); + y = -btSin(m_swingSpan1); + } + } + } + } + target[0] = x * ivA[0] + y * jvA[0] + z * kvA[0]; + target[1] = x * ivA[1] + y * jvA[1] + z * kvA[1]; + target[2] = x * ivA[2] + y * jvA[2] + z * kvA[2]; + target.normalize(); + m_swingAxis = -ivB.cross(target); + m_swingCorrection = m_swingAxis.length(); + m_swingAxis.normalize(); + } + } + + if (m_twistSpan >= btScalar(0.f)) + { + btVector3 twistAxis; + computeTwistLimitInfo(qABTwist, m_twistAngle, twistAxis); + + if (m_twistAngle > m_twistSpan*m_limitSoftness) + { + m_solveTwistLimit = true; + + m_twistLimitRatio = 1.f; + if (m_twistAngle < m_twistSpan && m_limitSoftness < 1.f - SIMD_EPSILON) + { + m_twistLimitRatio = (m_twistAngle - m_twistSpan * m_limitSoftness)/ + (m_twistSpan - m_twistSpan * m_limitSoftness); + } + + // twist correction tries to get back to soft limit + m_twistCorrection = m_twistAngle - (m_twistSpan * m_limitSoftness); + + m_twistAxis = quatRotate(qB, -twistAxis); + + m_kTwist = btScalar(1.) / + (computeAngularImpulseDenominator(m_twistAxis,invInertiaWorldA) + + computeAngularImpulseDenominator(m_twistAxis,invInertiaWorldB)); + } + + if (m_solveSwingLimit) + m_twistAxisA = quatRotate(qA, -twistAxis); + } + else + { + m_twistAngle = btScalar(0.f); + } + } +} + + + +// given a cone rotation in constraint space, (pre: twist must already be removed) +// this method computes its corresponding swing angle and axis. +// more interestingly, it computes the cone/swing limit (angle) for this cone "pose". +void btConeTwistConstraint::computeConeLimitInfo(const btQuaternion& qCone, + btScalar& swingAngle, // out + btVector3& vSwingAxis, // out + btScalar& swingLimit) // out +{ + swingAngle = qCone.getAngle(); + if (swingAngle > SIMD_EPSILON) + { + vSwingAxis = btVector3(qCone.x(), qCone.y(), qCone.z()); + vSwingAxis.normalize(); + if (fabs(vSwingAxis.x()) > SIMD_EPSILON) + { + // non-zero twist?! this should never happen. + int wtf = 0; wtf = wtf; + } + + // Compute limit for given swing. tricky: + // Given a swing axis, we're looking for the intersection with the bounding cone ellipse. + // (Since we're dealing with angles, this ellipse is embedded on the surface of a sphere.) + + // For starters, compute the direction from center to surface of ellipse. + // This is just the perpendicular (ie. rotate 2D vector by PI/2) of the swing axis. + // (vSwingAxis is the cone rotation (in z,y); change vars and rotate to (x,y) coords.) + btScalar xEllipse = vSwingAxis.y(); + btScalar yEllipse = -vSwingAxis.z(); + + // Now, we use the slope of the vector (using x/yEllipse) and find the length + // of the line that intersects the ellipse: + // x^2 y^2 + // --- + --- = 1, where a and b are semi-major axes 2 and 1 respectively (ie. the limits) + // a^2 b^2 + // Do the math and it should be clear. + + swingLimit = m_swingSpan1; // if xEllipse == 0, we have a pure vSwingAxis.z rotation: just use swingspan1 + if (fabs(xEllipse) > SIMD_EPSILON) + { + btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse); + btScalar norm = 1 / (m_swingSpan2 * m_swingSpan2); + norm += surfaceSlope2 / (m_swingSpan1 * m_swingSpan1); + btScalar swingLimit2 = (1 + surfaceSlope2) / norm; + swingLimit = sqrt(swingLimit2); + } + + // test! + /*swingLimit = m_swingSpan2; + if (fabs(vSwingAxis.z()) > SIMD_EPSILON) + { + btScalar mag_2 = m_swingSpan1*m_swingSpan1 + m_swingSpan2*m_swingSpan2; + btScalar sinphi = m_swingSpan2 / sqrt(mag_2); + btScalar phi = asin(sinphi); + btScalar theta = atan2(fabs(vSwingAxis.y()),fabs(vSwingAxis.z())); + btScalar alpha = 3.14159f - theta - phi; + btScalar sinalpha = sin(alpha); + swingLimit = m_swingSpan1 * sinphi/sinalpha; + }*/ + } + else if (swingAngle < 0) + { + // this should never happen! + int wtf = 0; wtf = wtf; + } +} + +btVector3 btConeTwistConstraint::GetPointForAngle(btScalar fAngleInRadians, btScalar fLength) const +{ + // compute x/y in ellipse using cone angle (0 -> 2*PI along surface of cone) + btScalar xEllipse = btCos(fAngleInRadians); + btScalar yEllipse = btSin(fAngleInRadians); + + // Use the slope of the vector (using x/yEllipse) and find the length + // of the line that intersects the ellipse: + // x^2 y^2 + // --- + --- = 1, where a and b are semi-major axes 2 and 1 respectively (ie. the limits) + // a^2 b^2 + // Do the math and it should be clear. + + float swingLimit = m_swingSpan1; // if xEllipse == 0, just use axis b (1) + if (fabs(xEllipse) > SIMD_EPSILON) + { + btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse); + btScalar norm = 1 / (m_swingSpan2 * m_swingSpan2); + norm += surfaceSlope2 / (m_swingSpan1 * m_swingSpan1); + btScalar swingLimit2 = (1 + surfaceSlope2) / norm; + swingLimit = sqrt(swingLimit2); + } + + // convert into point in constraint space: + // note: twist is x-axis, swing 1 and 2 are along the z and y axes respectively + btVector3 vSwingAxis(0, xEllipse, -yEllipse); + btQuaternion qSwing(vSwingAxis, swingLimit); + btVector3 vPointInConstraintSpace(fLength,0,0); + return quatRotate(qSwing, vPointInConstraintSpace); +} + +// given a twist rotation in constraint space, (pre: cone must already be removed) +// this method computes its corresponding angle and axis. +void btConeTwistConstraint::computeTwistLimitInfo(const btQuaternion& qTwist, + btScalar& twistAngle, // out + btVector3& vTwistAxis) // out +{ + btQuaternion qMinTwist = qTwist; + twistAngle = qTwist.getAngle(); + + if (twistAngle > SIMD_PI) // long way around. flip quat and recalculate. + { + qMinTwist = operator-(qTwist); + twistAngle = qMinTwist.getAngle(); + } + if (twistAngle < 0) + { + // this should never happen + int wtf = 0; wtf = wtf; + } + + vTwistAxis = btVector3(qMinTwist.x(), qMinTwist.y(), qMinTwist.z()); + if (twistAngle > SIMD_EPSILON) + vTwistAxis.normalize(); +} + + +void btConeTwistConstraint::adjustSwingAxisToUseEllipseNormal(btVector3& vSwingAxis) const +{ + // the swing axis is computed as the "twist-free" cone rotation, + // but the cone limit is not circular, but elliptical (if swingspan1 != swingspan2). + // so, if we're outside the limits, the closest way back inside the cone isn't + // along the vector back to the center. better (and more stable) to use the ellipse normal. + + // convert swing axis to direction from center to surface of ellipse + // (ie. rotate 2D vector by PI/2) + btScalar y = -vSwingAxis.z(); + btScalar z = vSwingAxis.y(); + + // do the math... + if (fabs(z) > SIMD_EPSILON) // avoid division by 0. and we don't need an update if z == 0. + { + // compute gradient/normal of ellipse surface at current "point" + btScalar grad = y/z; + grad *= m_swingSpan2 / m_swingSpan1; + + // adjust y/z to represent normal at point (instead of vector to point) + if (y > 0) + y = fabs(grad * z); + else + y = -fabs(grad * z); + + // convert ellipse direction back to swing axis + vSwingAxis.setZ(-y); + vSwingAxis.setY( z); + vSwingAxis.normalize(); + } +} + + + +void btConeTwistConstraint::setMotorTarget(const btQuaternion &q) +{ + btTransform trACur = m_rbA.getCenterOfMassTransform(); + btTransform trBCur = m_rbB.getCenterOfMassTransform(); + btTransform trABCur = trBCur.inverse() * trACur; + btQuaternion qABCur = trABCur.getRotation(); + btTransform trConstraintCur = (trBCur * m_rbBFrame).inverse() * (trACur * m_rbAFrame); + btQuaternion qConstraintCur = trConstraintCur.getRotation(); + + btQuaternion qConstraint = m_rbBFrame.getRotation().inverse() * q * m_rbAFrame.getRotation(); + setMotorTargetInConstraintSpace(qConstraint); +} + + +void btConeTwistConstraint::setMotorTargetInConstraintSpace(const btQuaternion &q) +{ + m_qTarget = q; + + // clamp motor target to within limits + { + btScalar softness = 1.f;//m_limitSoftness; + + // split into twist and cone + btVector3 vTwisted = quatRotate(m_qTarget, vTwist); + btQuaternion qTargetCone = shortestArcQuat(vTwist, vTwisted); qTargetCone.normalize(); + btQuaternion qTargetTwist = qTargetCone.inverse() * m_qTarget; qTargetTwist.normalize(); + + // clamp cone + if (m_swingSpan1 >= btScalar(0.05f) && m_swingSpan2 >= btScalar(0.05f)) + { + btScalar swingAngle, swingLimit; btVector3 swingAxis; + computeConeLimitInfo(qTargetCone, swingAngle, swingAxis, swingLimit); + + if (fabs(swingAngle) > SIMD_EPSILON) + { + if (swingAngle > swingLimit*softness) + swingAngle = swingLimit*softness; + else if (swingAngle < -swingLimit*softness) + swingAngle = -swingLimit*softness; + qTargetCone = btQuaternion(swingAxis, swingAngle); + } + } + + // clamp twist + if (m_twistSpan >= btScalar(0.05f)) + { + btScalar twistAngle; btVector3 twistAxis; + computeTwistLimitInfo(qTargetTwist, twistAngle, twistAxis); + + if (fabs(twistAngle) > SIMD_EPSILON) + { + // eddy todo: limitSoftness used here??? + if (twistAngle > m_twistSpan*softness) + twistAngle = m_twistSpan*softness; + else if (twistAngle < -m_twistSpan*softness) + twistAngle = -m_twistSpan*softness; + qTargetTwist = btQuaternion(twistAxis, twistAngle); + } + } + + m_qTarget = qTargetCone * qTargetTwist; + } +} + +///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). +///If no axis is provided, it uses the default axis for this constraint. +void btConeTwistConstraint::setParam(int num, btScalar value, int axis) +{ + switch(num) + { + case BT_CONSTRAINT_ERP : + case BT_CONSTRAINT_STOP_ERP : + if((axis >= 0) && (axis < 3)) + { + m_linERP = value; + m_flags |= BT_CONETWIST_FLAGS_LIN_ERP; + } + else + { + m_biasFactor = value; + } + break; + case BT_CONSTRAINT_CFM : + case BT_CONSTRAINT_STOP_CFM : + if((axis >= 0) && (axis < 3)) + { + m_linCFM = value; + m_flags |= BT_CONETWIST_FLAGS_LIN_CFM; + } + else + { + m_angCFM = value; + m_flags |= BT_CONETWIST_FLAGS_ANG_CFM; + } + break; + default: + btAssertConstrParams(0); + break; + } +} + +///return the local value of parameter +btScalar btConeTwistConstraint::getParam(int num, int axis) const +{ + btScalar retVal = 0; + switch(num) + { + case BT_CONSTRAINT_ERP : + case BT_CONSTRAINT_STOP_ERP : + if((axis >= 0) && (axis < 3)) + { + btAssertConstrParams(m_flags & BT_CONETWIST_FLAGS_LIN_ERP); + retVal = m_linERP; + } + else if((axis >= 3) && (axis < 6)) + { + retVal = m_biasFactor; + } + else + { + btAssertConstrParams(0); + } + break; + case BT_CONSTRAINT_CFM : + case BT_CONSTRAINT_STOP_CFM : + if((axis >= 0) && (axis < 3)) + { + btAssertConstrParams(m_flags & BT_CONETWIST_FLAGS_LIN_CFM); + retVal = m_linCFM; + } + else if((axis >= 3) && (axis < 6)) + { + btAssertConstrParams(m_flags & BT_CONETWIST_FLAGS_ANG_CFM); + retVal = m_angCFM; + } + else + { + btAssertConstrParams(0); + } + break; + default : + btAssertConstrParams(0); + } + return retVal; +} + + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h new file mode 100644 index 00000000000..f310d474e7a --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h @@ -0,0 +1,332 @@ +/* +Bullet Continuous Collision Detection and Physics Library +btConeTwistConstraint is Copyright (c) 2007 Starbreeze Studios + +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. + +Written by: Marcus Hennix +*/ + + + +/* +Overview: + +btConeTwistConstraint can be used to simulate ragdoll joints (upper arm, leg etc). +It is a fixed translation, 3 degree-of-freedom (DOF) rotational "joint". +It divides the 3 rotational DOFs into swing (movement within a cone) and twist. +Swing is divided into swing1 and swing2 which can have different limits, giving an elliptical shape. +(Note: the cone's base isn't flat, so this ellipse is "embedded" on the surface of a sphere.) + +In the contraint's frame of reference: +twist is along the x-axis, +and swing 1 and 2 are along the z and y axes respectively. +*/ + + + +#ifndef CONETWISTCONSTRAINT_H +#define CONETWISTCONSTRAINT_H + +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btTypedConstraint.h" + +class btRigidBody; + +enum btConeTwistFlags +{ + BT_CONETWIST_FLAGS_LIN_CFM = 1, + BT_CONETWIST_FLAGS_LIN_ERP = 2, + BT_CONETWIST_FLAGS_ANG_CFM = 4 +}; + +///btConeTwistConstraint can be used to simulate ragdoll joints (upper arm, leg etc) +class btConeTwistConstraint : public btTypedConstraint +{ +#ifdef IN_PARALLELL_SOLVER +public: +#endif + btJacobianEntry m_jac[3]; //3 orthogonal linear constraints + + btTransform m_rbAFrame; + btTransform m_rbBFrame; + + btScalar m_limitSoftness; + btScalar m_biasFactor; + btScalar m_relaxationFactor; + + btScalar m_damping; + + btScalar m_swingSpan1; + btScalar m_swingSpan2; + btScalar m_twistSpan; + + btScalar m_fixThresh; + + btVector3 m_swingAxis; + btVector3 m_twistAxis; + + btScalar m_kSwing; + btScalar m_kTwist; + + btScalar m_twistLimitSign; + btScalar m_swingCorrection; + btScalar m_twistCorrection; + + btScalar m_twistAngle; + + btScalar m_accSwingLimitImpulse; + btScalar m_accTwistLimitImpulse; + + bool m_angularOnly; + bool m_solveTwistLimit; + bool m_solveSwingLimit; + + bool m_useSolveConstraintObsolete; + + // not yet used... + btScalar m_swingLimitRatio; + btScalar m_twistLimitRatio; + btVector3 m_twistAxisA; + + // motor + bool m_bMotorEnabled; + bool m_bNormalizedMotorStrength; + btQuaternion m_qTarget; + btScalar m_maxMotorImpulse; + btVector3 m_accMotorImpulse; + + // parameters + int m_flags; + btScalar m_linCFM; + btScalar m_linERP; + btScalar m_angCFM; + +protected: + + void init(); + + void computeConeLimitInfo(const btQuaternion& qCone, // in + btScalar& swingAngle, btVector3& vSwingAxis, btScalar& swingLimit); // all outs + + void computeTwistLimitInfo(const btQuaternion& qTwist, // in + btScalar& twistAngle, btVector3& vTwistAxis); // all outs + + void adjustSwingAxisToUseEllipseNormal(btVector3& vSwingAxis) const; + + +public: + + btConeTwistConstraint(btRigidBody& rbA,btRigidBody& rbB,const btTransform& rbAFrame, const btTransform& rbBFrame); + + btConeTwistConstraint(btRigidBody& rbA,const btTransform& rbAFrame); + + virtual void buildJacobian(); + + virtual void getInfo1 (btConstraintInfo1* info); + + void getInfo1NonVirtual(btConstraintInfo1* info); + + virtual void getInfo2 (btConstraintInfo2* info); + + void getInfo2NonVirtual(btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btMatrix3x3& invInertiaWorldA,const btMatrix3x3& invInertiaWorldB); + + virtual void solveConstraintObsolete(btRigidBody& bodyA,btRigidBody& bodyB,btScalar timeStep); + + void updateRHS(btScalar timeStep); + + const btRigidBody& getRigidBodyA() const + { + return m_rbA; + } + const btRigidBody& getRigidBodyB() const + { + return m_rbB; + } + + void setAngularOnly(bool angularOnly) + { + m_angularOnly = angularOnly; + } + + void setLimit(int limitIndex,btScalar limitValue) + { + switch (limitIndex) + { + case 3: + { + m_twistSpan = limitValue; + break; + } + case 4: + { + m_swingSpan2 = limitValue; + break; + } + case 5: + { + m_swingSpan1 = limitValue; + break; + } + default: + { + } + }; + } + + // setLimit(), a few notes: + // _softness: + // 0->1, recommend ~0.8->1. + // describes % of limits where movement is free. + // beyond this softness %, the limit is gradually enforced until the "hard" (1.0) limit is reached. + // _biasFactor: + // 0->1?, recommend 0.3 +/-0.3 or so. + // strength with which constraint resists zeroth order (angular, not angular velocity) limit violation. + // __relaxationFactor: + // 0->1, recommend to stay near 1. + // the lower the value, the less the constraint will fight velocities which violate the angular limits. + void setLimit(btScalar _swingSpan1,btScalar _swingSpan2,btScalar _twistSpan, btScalar _softness = 1.f, btScalar _biasFactor = 0.3f, btScalar _relaxationFactor = 1.0f) + { + m_swingSpan1 = _swingSpan1; + m_swingSpan2 = _swingSpan2; + m_twistSpan = _twistSpan; + + m_limitSoftness = _softness; + m_biasFactor = _biasFactor; + m_relaxationFactor = _relaxationFactor; + } + + const btTransform& getAFrame() { return m_rbAFrame; }; + const btTransform& getBFrame() { return m_rbBFrame; }; + + inline int getSolveTwistLimit() + { + return m_solveTwistLimit; + } + + inline int getSolveSwingLimit() + { + return m_solveTwistLimit; + } + + inline btScalar getTwistLimitSign() + { + return m_twistLimitSign; + } + + void calcAngleInfo(); + void calcAngleInfo2(const btTransform& transA, const btTransform& transB,const btMatrix3x3& invInertiaWorldA,const btMatrix3x3& invInertiaWorldB); + + inline btScalar getSwingSpan1() + { + return m_swingSpan1; + } + inline btScalar getSwingSpan2() + { + return m_swingSpan2; + } + inline btScalar getTwistSpan() + { + return m_twistSpan; + } + inline btScalar getTwistAngle() + { + return m_twistAngle; + } + bool isPastSwingLimit() { return m_solveSwingLimit; } + + + void setDamping(btScalar damping) { m_damping = damping; } + + void enableMotor(bool b) { m_bMotorEnabled = b; } + void setMaxMotorImpulse(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; m_bNormalizedMotorStrength = false; } + void setMaxMotorImpulseNormalized(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; m_bNormalizedMotorStrength = true; } + + btScalar getFixThresh() { return m_fixThresh; } + void setFixThresh(btScalar fixThresh) { m_fixThresh = fixThresh; } + + // setMotorTarget: + // q: the desired rotation of bodyA wrt bodyB. + // note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability) + // note: don't forget to enableMotor() + void setMotorTarget(const btQuaternion &q); + + // same as above, but q is the desired rotation of frameA wrt frameB in constraint space + void setMotorTargetInConstraintSpace(const btQuaternion &q); + + btVector3 GetPointForAngle(btScalar fAngleInRadians, btScalar fLength) const; + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. + virtual void setParam(int num, btScalar value, int axis = -1); + ///return the local value of parameter + virtual btScalar getParam(int num, int axis = -1) const; + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; + +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btConeTwistConstraintData +{ + btTypedConstraintData m_typeConstraintData; + btTransformFloatData m_rbAFrame; + btTransformFloatData m_rbBFrame; + + //limits + float m_swingSpan1; + float m_swingSpan2; + float m_twistSpan; + float m_limitSoftness; + float m_biasFactor; + float m_relaxationFactor; + + float m_damping; + + char m_pad[4]; + +}; + + + +SIMD_FORCE_INLINE int btConeTwistConstraint::calculateSerializeBufferSize() const +{ + return sizeof(btConeTwistConstraintData); + +} + + + ///fills the dataBuffer and returns the struct name (and 0 on failure) +SIMD_FORCE_INLINE const char* btConeTwistConstraint::serialize(void* dataBuffer, btSerializer* serializer) const +{ + btConeTwistConstraintData* cone = (btConeTwistConstraintData*) dataBuffer; + btTypedConstraint::serialize(&cone->m_typeConstraintData,serializer); + + m_rbAFrame.serializeFloat(cone->m_rbAFrame); + m_rbBFrame.serializeFloat(cone->m_rbBFrame); + + cone->m_swingSpan1 = float(m_swingSpan1); + cone->m_swingSpan2 = float(m_swingSpan2); + cone->m_twistSpan = float(m_twistSpan); + cone->m_limitSoftness = float(m_limitSoftness); + cone->m_biasFactor = float(m_biasFactor); + cone->m_relaxationFactor = float(m_relaxationFactor); + cone->m_damping = float(m_damping); + + return "btConeTwistConstraintData"; +} + + +#endif //CONETWISTCONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btConstraintSolver.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btConstraintSolver.h new file mode 100644 index 00000000000..7a8e9c1953d --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btConstraintSolver.h @@ -0,0 +1,52 @@ +/* +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 CONSTRAINT_SOLVER_H +#define CONSTRAINT_SOLVER_H + +#include "LinearMath/btScalar.h" + +class btPersistentManifold; +class btRigidBody; +class btCollisionObject; +class btTypedConstraint; +struct btContactSolverInfo; +struct btBroadphaseProxy; +class btIDebugDraw; +class btStackAlloc; +class btDispatcher; +/// btConstraintSolver provides solver interface +class btConstraintSolver +{ + +public: + + virtual ~btConstraintSolver() {} + + virtual void prepareSolve (int /* numBodies */, int /* numManifolds */) {;} + + ///solve a group of constraints + virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints, const btContactSolverInfo& info,class btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher) = 0; + + virtual void allSolved (const btContactSolverInfo& /* info */,class btIDebugDraw* /* debugDrawer */, btStackAlloc* /* stackAlloc */) {;} + + ///clear internal cached data and reset random seed + virtual void reset() = 0; +}; + + + + +#endif //CONSTRAINT_SOLVER_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btContactConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btContactConstraint.cpp new file mode 100644 index 00000000000..d97096d9f26 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btContactConstraint.cpp @@ -0,0 +1,134 @@ +/* +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. +*/ + + +#include "btContactConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btContactSolverInfo.h" +#include "LinearMath/btMinMax.h" +#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" + + + +btContactConstraint::btContactConstraint(btPersistentManifold* contactManifold,btRigidBody& rbA,btRigidBody& rbB) +:btTypedConstraint(CONTACT_CONSTRAINT_TYPE,rbA,rbB), + m_contactManifold(*contactManifold) +{ + +} + +btContactConstraint::~btContactConstraint() +{ + +} + +void btContactConstraint::setContactManifold(btPersistentManifold* contactManifold) +{ + m_contactManifold = *contactManifold; +} + +void btContactConstraint::getInfo1 (btConstraintInfo1* info) +{ + +} + +void btContactConstraint::getInfo2 (btConstraintInfo2* info) +{ + +} + +void btContactConstraint::buildJacobian() +{ + +} + + + + + +#include "btContactConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btContactSolverInfo.h" +#include "LinearMath/btMinMax.h" +#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" + +#define ASSERT2 btAssert + +#define USE_INTERNAL_APPLY_IMPULSE 1 + + +//bilateral constraint between two dynamic objects +void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1, + btRigidBody& body2, const btVector3& pos2, + btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep) +{ + (void)timeStep; + (void)distance; + + + btScalar normalLenSqr = normal.length2(); + ASSERT2(btFabs(normalLenSqr) < btScalar(1.1)); + if (normalLenSqr > btScalar(1.1)) + { + impulse = btScalar(0.); + return; + } + btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); + btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition(); + //this jacobian entry could be re-used for all iterations + + btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1); + btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2); + btVector3 vel = vel1 - vel2; + + + btJacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(), + body2.getCenterOfMassTransform().getBasis().transpose(), + rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(), + body2.getInvInertiaDiagLocal(),body2.getInvMass()); + + btScalar jacDiagAB = jac.getDiagonal(); + btScalar jacDiagABInv = btScalar(1.) / jacDiagAB; + + btScalar rel_vel = jac.getRelativeVelocity( + body1.getLinearVelocity(), + body1.getCenterOfMassTransform().getBasis().transpose() * body1.getAngularVelocity(), + body2.getLinearVelocity(), + body2.getCenterOfMassTransform().getBasis().transpose() * body2.getAngularVelocity()); + btScalar a; + a=jacDiagABInv; + + + rel_vel = normal.dot(vel); + + //todo: move this into proper structure + btScalar contactDamping = btScalar(0.2); + +#ifdef ONLY_USE_LINEAR_MASS + btScalar massTerm = btScalar(1.) / (body1.getInvMass() + body2.getInvMass()); + impulse = - contactDamping * rel_vel * massTerm; +#else + btScalar velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; + impulse = velocityImpulse; +#endif +} + + + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btContactConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btContactConstraint.h new file mode 100644 index 00000000000..63c1a417bc1 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btContactConstraint.h @@ -0,0 +1,68 @@ +/* +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 + +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btTypedConstraint.h" +#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" + +///btContactConstraint can be automatically created to solve contact constraints using the unified btTypedConstraint interface +ATTRIBUTE_ALIGNED16(class) btContactConstraint : public btTypedConstraint +{ +protected: + + btPersistentManifold m_contactManifold; + +public: + + + btContactConstraint(btPersistentManifold* contactManifold,btRigidBody& rbA,btRigidBody& rbB); + + void setContactManifold(btPersistentManifold* contactManifold); + + btPersistentManifold* getContactManifold() + { + return &m_contactManifold; + } + + const btPersistentManifold* getContactManifold() const + { + return &m_contactManifold; + } + + virtual ~btContactConstraint(); + + virtual void getInfo1 (btConstraintInfo1* info); + + virtual void getInfo2 (btConstraintInfo2* info); + + ///obsolete methods + virtual void buildJacobian(); + + +}; + + +///resolveSingleBilateral is an obsolete methods used for vehicle friction between two dynamic objects +void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1, + btRigidBody& body2, const btVector3& pos2, + btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep); + + + +#endif //CONTACT_CONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btContactSolverInfo.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btContactSolverInfo.h new file mode 100644 index 00000000000..1025da42f5e --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btContactSolverInfo.h @@ -0,0 +1,87 @@ +/* +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_SOLVER_INFO +#define CONTACT_SOLVER_INFO + +enum btSolverMode +{ + SOLVER_RANDMIZE_ORDER = 1, + SOLVER_FRICTION_SEPARATE = 2, + SOLVER_USE_WARMSTARTING = 4, + SOLVER_USE_FRICTION_WARMSTARTING = 8, + SOLVER_USE_2_FRICTION_DIRECTIONS = 16, + SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32, + SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64, + SOLVER_CACHE_FRIENDLY = 128, + SOLVER_SIMD = 256, //enabled for Windows, the solver innerloop is branchless SIMD, 40% faster than FPU/scalar version + SOLVER_CUDA = 512 //will be open sourced during Game Developers Conference 2009. Much faster. +}; + +struct btContactSolverInfoData +{ + + + btScalar m_tau; + btScalar m_damping; + btScalar m_friction; + btScalar m_timeStep; + btScalar m_restitution; + int m_numIterations; + btScalar m_maxErrorReduction; + btScalar m_sor; + btScalar m_erp;//used as Baumgarte factor + btScalar m_erp2;//used in Split Impulse + btScalar m_globalCfm;//constraint force mixing + int m_splitImpulse; + btScalar m_splitImpulsePenetrationThreshold; + btScalar m_linearSlop; + btScalar m_warmstartingFactor; + + int m_solverMode; + int m_restingContactRestitutionThreshold; + int m_minimumSolverBatchSize; + + +}; + +struct btContactSolverInfo : public btContactSolverInfoData +{ + + + + inline btContactSolverInfo() + { + m_tau = btScalar(0.6); + m_damping = btScalar(1.0); + m_friction = btScalar(0.3); + m_restitution = btScalar(0.); + m_maxErrorReduction = btScalar(20.); + m_numIterations = 10; + m_erp = btScalar(0.2); + m_erp2 = btScalar(0.1); + m_globalCfm = btScalar(0.); + m_sor = btScalar(1.); + m_splitImpulse = false; + m_splitImpulsePenetrationThreshold = -0.02f; + m_linearSlop = btScalar(0.0); + m_warmstartingFactor=btScalar(0.85); + m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD;// | SOLVER_RANDMIZE_ORDER; + m_restingContactRestitutionThreshold = 2;//resting contact lifetime threshold to disable restitution + m_minimumSolverBatchSize = 128; //try to combine islands until the amount of constraints reaches this limit + } +}; + +#endif //CONTACT_SOLVER_INFO diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp new file mode 100644 index 00000000000..a970d706284 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp @@ -0,0 +1,1012 @@ +/* +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. +*/ +/* +2007-09-09 +Refactored by Francisco Le?n +email: projectileman@yahoo.com +http://gimpact.sf.net +*/ + +#include "btGeneric6DofConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" +#include "LinearMath/btTransformUtil.h" +#include <new> + + + +#define D6_USE_OBSOLETE_METHOD false +#define D6_USE_FRAME_OFFSET true + + + + + + +btGeneric6DofConstraint::btGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB, bool useLinearReferenceFrameA) +: btTypedConstraint(D6_CONSTRAINT_TYPE, rbA, rbB) +, m_frameInA(frameInA) +, m_frameInB(frameInB), +m_useLinearReferenceFrameA(useLinearReferenceFrameA), +m_useOffsetForConstraintFrame(D6_USE_FRAME_OFFSET), +m_flags(0), +m_useSolveConstraintObsolete(D6_USE_OBSOLETE_METHOD) +{ + calculateTransforms(); +} + + + +btGeneric6DofConstraint::btGeneric6DofConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameB) + : btTypedConstraint(D6_CONSTRAINT_TYPE, getFixedBody(), rbB), + m_frameInB(frameInB), + m_useLinearReferenceFrameA(useLinearReferenceFrameB), + m_useOffsetForConstraintFrame(D6_USE_FRAME_OFFSET), + m_flags(0), + m_useSolveConstraintObsolete(false) +{ + ///not providing rigidbody A means implicitly using worldspace for body A + m_frameInA = rbB.getCenterOfMassTransform() * m_frameInB; + calculateTransforms(); +} + + + + +#define GENERIC_D6_DISABLE_WARMSTARTING 1 + + + +btScalar btGetMatrixElem(const btMatrix3x3& mat, int index); +btScalar btGetMatrixElem(const btMatrix3x3& mat, int index) +{ + int i = index%3; + int j = index/3; + return mat[i][j]; +} + + + +///MatrixToEulerXYZ from http://www.geometrictools.com/LibFoundation/Mathematics/Wm4Matrix3.inl.html +bool matrixToEulerXYZ(const btMatrix3x3& mat,btVector3& xyz); +bool matrixToEulerXYZ(const btMatrix3x3& mat,btVector3& xyz) +{ + // // rot = cy*cz -cy*sz sy + // // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx + // // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy + // + + btScalar fi = btGetMatrixElem(mat,2); + if (fi < btScalar(1.0f)) + { + if (fi > btScalar(-1.0f)) + { + xyz[0] = btAtan2(-btGetMatrixElem(mat,5),btGetMatrixElem(mat,8)); + xyz[1] = btAsin(btGetMatrixElem(mat,2)); + xyz[2] = btAtan2(-btGetMatrixElem(mat,1),btGetMatrixElem(mat,0)); + return true; + } + else + { + // WARNING. Not unique. XA - ZA = -atan2(r10,r11) + xyz[0] = -btAtan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4)); + xyz[1] = -SIMD_HALF_PI; + xyz[2] = btScalar(0.0); + return false; + } + } + else + { + // WARNING. Not unique. XAngle + ZAngle = atan2(r10,r11) + xyz[0] = btAtan2(btGetMatrixElem(mat,3),btGetMatrixElem(mat,4)); + xyz[1] = SIMD_HALF_PI; + xyz[2] = 0.0; + } + return false; +} + +//////////////////////////// btRotationalLimitMotor //////////////////////////////////// + +int btRotationalLimitMotor::testLimitValue(btScalar test_value) +{ + if(m_loLimit>m_hiLimit) + { + m_currentLimit = 0;//Free from violation + return 0; + } + if (test_value < m_loLimit) + { + m_currentLimit = 1;//low limit violation + m_currentLimitError = test_value - m_loLimit; + return 1; + } + else if (test_value> m_hiLimit) + { + m_currentLimit = 2;//High limit violation + m_currentLimitError = test_value - m_hiLimit; + return 2; + }; + + m_currentLimit = 0;//Free from violation + return 0; + +} + + + +btScalar btRotationalLimitMotor::solveAngularLimits( + btScalar timeStep,btVector3& axis,btScalar jacDiagABInv, + btRigidBody * body0, btRigidBody * body1 ) +{ + if (needApplyTorques()==false) return 0.0f; + + btScalar target_velocity = m_targetVelocity; + btScalar maxMotorForce = m_maxMotorForce; + + //current error correction + if (m_currentLimit!=0) + { + target_velocity = -m_stopERP*m_currentLimitError/(timeStep); + maxMotorForce = m_maxLimitForce; + } + + maxMotorForce *= timeStep; + + // current velocity difference + + btVector3 angVelA; + body0->internalGetAngularVelocity(angVelA); + btVector3 angVelB; + body1->internalGetAngularVelocity(angVelB); + + btVector3 vel_diff; + vel_diff = angVelA-angVelB; + + + + btScalar rel_vel = axis.dot(vel_diff); + + // correction velocity + btScalar motor_relvel = m_limitSoftness*(target_velocity - m_damping*rel_vel); + + + if ( motor_relvel < SIMD_EPSILON && motor_relvel > -SIMD_EPSILON ) + { + return 0.0f;//no need for applying force + } + + + // correction impulse + btScalar unclippedMotorImpulse = (1+m_bounce)*motor_relvel*jacDiagABInv; + + // clip correction impulse + btScalar clippedMotorImpulse; + + ///@todo: should clip against accumulated impulse + if (unclippedMotorImpulse>0.0f) + { + clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce? maxMotorForce: unclippedMotorImpulse; + } + else + { + clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce: unclippedMotorImpulse; + } + + + // sort with accumulated impulses + btScalar lo = btScalar(-BT_LARGE_FLOAT); + btScalar hi = btScalar(BT_LARGE_FLOAT); + + btScalar oldaccumImpulse = m_accumulatedImpulse; + btScalar sum = oldaccumImpulse + clippedMotorImpulse; + m_accumulatedImpulse = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum; + + clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse; + + btVector3 motorImp = clippedMotorImpulse * axis; + + //body0->applyTorqueImpulse(motorImp); + //body1->applyTorqueImpulse(-motorImp); + + body0->internalApplyImpulse(btVector3(0,0,0), body0->getInvInertiaTensorWorld()*axis,clippedMotorImpulse); + body1->internalApplyImpulse(btVector3(0,0,0), body1->getInvInertiaTensorWorld()*axis,-clippedMotorImpulse); + + + return clippedMotorImpulse; + + +} + +//////////////////////////// End btRotationalLimitMotor //////////////////////////////////// + + + + +//////////////////////////// btTranslationalLimitMotor //////////////////////////////////// + + +int btTranslationalLimitMotor::testLimitValue(int limitIndex, btScalar test_value) +{ + btScalar loLimit = m_lowerLimit[limitIndex]; + btScalar hiLimit = m_upperLimit[limitIndex]; + if(loLimit > hiLimit) + { + m_currentLimit[limitIndex] = 0;//Free from violation + m_currentLimitError[limitIndex] = btScalar(0.f); + return 0; + } + + if (test_value < loLimit) + { + m_currentLimit[limitIndex] = 2;//low limit violation + m_currentLimitError[limitIndex] = test_value - loLimit; + return 2; + } + else if (test_value> hiLimit) + { + m_currentLimit[limitIndex] = 1;//High limit violation + m_currentLimitError[limitIndex] = test_value - hiLimit; + return 1; + }; + + m_currentLimit[limitIndex] = 0;//Free from violation + m_currentLimitError[limitIndex] = btScalar(0.f); + return 0; +} + + + +btScalar btTranslationalLimitMotor::solveLinearAxis( + btScalar timeStep, + btScalar jacDiagABInv, + btRigidBody& body1,const btVector3 &pointInA, + btRigidBody& body2,const btVector3 &pointInB, + int limit_index, + const btVector3 & axis_normal_on_a, + const btVector3 & anchorPos) +{ + + ///find relative velocity + // btVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition(); + // btVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition(); + btVector3 rel_pos1 = anchorPos - body1.getCenterOfMassPosition(); + btVector3 rel_pos2 = anchorPos - body2.getCenterOfMassPosition(); + + btVector3 vel1; + body1.internalGetVelocityInLocalPointObsolete(rel_pos1,vel1); + btVector3 vel2; + body2.internalGetVelocityInLocalPointObsolete(rel_pos2,vel2); + btVector3 vel = vel1 - vel2; + + btScalar rel_vel = axis_normal_on_a.dot(vel); + + + + /// apply displacement correction + + //positional error (zeroth order error) + btScalar depth = -(pointInA - pointInB).dot(axis_normal_on_a); + btScalar lo = btScalar(-BT_LARGE_FLOAT); + btScalar hi = btScalar(BT_LARGE_FLOAT); + + btScalar minLimit = m_lowerLimit[limit_index]; + btScalar maxLimit = m_upperLimit[limit_index]; + + //handle the limits + if (minLimit < maxLimit) + { + { + if (depth > maxLimit) + { + depth -= maxLimit; + lo = btScalar(0.); + + } + else + { + if (depth < minLimit) + { + depth -= minLimit; + hi = btScalar(0.); + } + else + { + return 0.0f; + } + } + } + } + + btScalar normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv; + + + + + btScalar oldNormalImpulse = m_accumulatedImpulse[limit_index]; + btScalar sum = oldNormalImpulse + normalImpulse; + m_accumulatedImpulse[limit_index] = sum > hi ? btScalar(0.) : sum < lo ? btScalar(0.) : sum; + normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse; + + btVector3 impulse_vector = axis_normal_on_a * normalImpulse; + //body1.applyImpulse( impulse_vector, rel_pos1); + //body2.applyImpulse(-impulse_vector, rel_pos2); + + btVector3 ftorqueAxis1 = rel_pos1.cross(axis_normal_on_a); + btVector3 ftorqueAxis2 = rel_pos2.cross(axis_normal_on_a); + body1.internalApplyImpulse(axis_normal_on_a*body1.getInvMass(), body1.getInvInertiaTensorWorld()*ftorqueAxis1,normalImpulse); + body2.internalApplyImpulse(axis_normal_on_a*body2.getInvMass(), body2.getInvInertiaTensorWorld()*ftorqueAxis2,-normalImpulse); + + + + + return normalImpulse; +} + +//////////////////////////// btTranslationalLimitMotor //////////////////////////////////// + +void btGeneric6DofConstraint::calculateAngleInfo() +{ + btMatrix3x3 relative_frame = m_calculatedTransformA.getBasis().inverse()*m_calculatedTransformB.getBasis(); + matrixToEulerXYZ(relative_frame,m_calculatedAxisAngleDiff); + // in euler angle mode we do not actually constrain the angular velocity + // along the axes axis[0] and axis[2] (although we do use axis[1]) : + // + // to get constrain w2-w1 along ...not + // ------ --------------------- ------ + // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0] + // d(angle[1])/dt = 0 ax[1] + // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2] + // + // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0. + // to prove the result for angle[0], write the expression for angle[0] from + // GetInfo1 then take the derivative. to prove this for angle[2] it is + // easier to take the euler rate expression for d(angle[2])/dt with respect + // to the components of w and set that to 0. + btVector3 axis0 = m_calculatedTransformB.getBasis().getColumn(0); + btVector3 axis2 = m_calculatedTransformA.getBasis().getColumn(2); + + m_calculatedAxis[1] = axis2.cross(axis0); + m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2); + m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]); + + m_calculatedAxis[0].normalize(); + m_calculatedAxis[1].normalize(); + m_calculatedAxis[2].normalize(); + +} + +void btGeneric6DofConstraint::calculateTransforms() +{ + calculateTransforms(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); +} + +void btGeneric6DofConstraint::calculateTransforms(const btTransform& transA,const btTransform& transB) +{ + m_calculatedTransformA = transA * m_frameInA; + m_calculatedTransformB = transB * m_frameInB; + calculateLinearInfo(); + calculateAngleInfo(); + if(m_useOffsetForConstraintFrame) + { // get weight factors depending on masses + btScalar miA = getRigidBodyA().getInvMass(); + btScalar miB = getRigidBodyB().getInvMass(); + m_hasStaticBody = (miA < SIMD_EPSILON) || (miB < SIMD_EPSILON); + btScalar miS = miA + miB; + if(miS > btScalar(0.f)) + { + m_factA = miB / miS; + } + else + { + m_factA = btScalar(0.5f); + } + m_factB = btScalar(1.0f) - m_factA; + } +} + + + +void btGeneric6DofConstraint::buildLinearJacobian( + btJacobianEntry & jacLinear,const btVector3 & normalWorld, + const btVector3 & pivotAInW,const btVector3 & pivotBInW) +{ + new (&jacLinear) btJacobianEntry( + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + pivotAInW - m_rbA.getCenterOfMassPosition(), + pivotBInW - m_rbB.getCenterOfMassPosition(), + normalWorld, + m_rbA.getInvInertiaDiagLocal(), + m_rbA.getInvMass(), + m_rbB.getInvInertiaDiagLocal(), + m_rbB.getInvMass()); +} + + + +void btGeneric6DofConstraint::buildAngularJacobian( + btJacobianEntry & jacAngular,const btVector3 & jointAxisW) +{ + new (&jacAngular) btJacobianEntry(jointAxisW, + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + m_rbA.getInvInertiaDiagLocal(), + m_rbB.getInvInertiaDiagLocal()); + +} + + + +bool btGeneric6DofConstraint::testAngularLimitMotor(int axis_index) +{ + btScalar angle = m_calculatedAxisAngleDiff[axis_index]; + angle = btAdjustAngleToLimits(angle, m_angularLimits[axis_index].m_loLimit, m_angularLimits[axis_index].m_hiLimit); + m_angularLimits[axis_index].m_currentPosition = angle; + //test limits + m_angularLimits[axis_index].testLimitValue(angle); + return m_angularLimits[axis_index].needApplyTorques(); +} + + + +void btGeneric6DofConstraint::buildJacobian() +{ +#ifndef __SPU__ + if (m_useSolveConstraintObsolete) + { + + // Clear accumulated impulses for the next simulation step + m_linearLimits.m_accumulatedImpulse.setValue(btScalar(0.), btScalar(0.), btScalar(0.)); + int i; + for(i = 0; i < 3; i++) + { + m_angularLimits[i].m_accumulatedImpulse = btScalar(0.); + } + //calculates transform + calculateTransforms(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); + + // const btVector3& pivotAInW = m_calculatedTransformA.getOrigin(); + // const btVector3& pivotBInW = m_calculatedTransformB.getOrigin(); + calcAnchorPos(); + btVector3 pivotAInW = m_AnchorPos; + btVector3 pivotBInW = m_AnchorPos; + + // not used here + // btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition(); + // btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition(); + + btVector3 normalWorld; + //linear part + for (i=0;i<3;i++) + { + if (m_linearLimits.isLimited(i)) + { + if (m_useLinearReferenceFrameA) + normalWorld = m_calculatedTransformA.getBasis().getColumn(i); + else + normalWorld = m_calculatedTransformB.getBasis().getColumn(i); + + buildLinearJacobian( + m_jacLinear[i],normalWorld , + pivotAInW,pivotBInW); + + } + } + + // angular part + for (i=0;i<3;i++) + { + //calculates error angle + if (testAngularLimitMotor(i)) + { + normalWorld = this->getAxis(i); + // Create angular atom + buildAngularJacobian(m_jacAng[i],normalWorld); + } + } + + } +#endif //__SPU__ + +} + + +void btGeneric6DofConstraint::getInfo1 (btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } else + { + //prepare constraint + calculateTransforms(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); + info->m_numConstraintRows = 0; + info->nub = 6; + int i; + //test linear limits + for(i = 0; i < 3; i++) + { + if(m_linearLimits.needApplyForce(i)) + { + info->m_numConstraintRows++; + info->nub--; + } + } + //test angular limits + for (i=0;i<3 ;i++ ) + { + if(testAngularLimitMotor(i)) + { + info->m_numConstraintRows++; + info->nub--; + } + } + } +} + +void btGeneric6DofConstraint::getInfo1NonVirtual (btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } else + { + //pre-allocate all 6 + info->m_numConstraintRows = 6; + info->nub = 0; + } +} + + +void btGeneric6DofConstraint::getInfo2 (btConstraintInfo2* info) +{ + getInfo2NonVirtual(info,m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(), m_rbA.getLinearVelocity(),m_rbB.getLinearVelocity(),m_rbA.getAngularVelocity(), m_rbB.getAngularVelocity()); +} + +void btGeneric6DofConstraint::getInfo2NonVirtual (btConstraintInfo2* info, const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB) +{ + btAssert(!m_useSolveConstraintObsolete); + //prepare constraint + calculateTransforms(transA,transB); + if(m_useOffsetForConstraintFrame) + { // for stability better to solve angular limits first + int row = setAngularLimits(info, 0,transA,transB,linVelA,linVelB,angVelA,angVelB); + setLinearLimits(info, row, transA,transB,linVelA,linVelB,angVelA,angVelB); + } + else + { // leave old version for compatibility + int row = setLinearLimits(info, 0, transA,transB,linVelA,linVelB,angVelA,angVelB); + setAngularLimits(info, row,transA,transB,linVelA,linVelB,angVelA,angVelB); + } +} + + + +int btGeneric6DofConstraint::setLinearLimits(btConstraintInfo2* info, int row, const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB) +{ +// int row = 0; + //solve linear limits + btRotationalLimitMotor limot; + for (int i=0;i<3 ;i++ ) + { + if(m_linearLimits.needApplyForce(i)) + { // re-use rotational motor code + limot.m_bounce = btScalar(0.f); + limot.m_currentLimit = m_linearLimits.m_currentLimit[i]; + limot.m_currentPosition = m_linearLimits.m_currentLinearDiff[i]; + limot.m_currentLimitError = m_linearLimits.m_currentLimitError[i]; + limot.m_damping = m_linearLimits.m_damping; + limot.m_enableMotor = m_linearLimits.m_enableMotor[i]; + limot.m_hiLimit = m_linearLimits.m_upperLimit[i]; + limot.m_limitSoftness = m_linearLimits.m_limitSoftness; + limot.m_loLimit = m_linearLimits.m_lowerLimit[i]; + limot.m_maxLimitForce = btScalar(0.f); + limot.m_maxMotorForce = m_linearLimits.m_maxMotorForce[i]; + limot.m_targetVelocity = m_linearLimits.m_targetVelocity[i]; + btVector3 axis = m_calculatedTransformA.getBasis().getColumn(i); + int flags = m_flags >> (i * BT_6DOF_FLAGS_AXIS_SHIFT); + limot.m_normalCFM = (flags & BT_6DOF_FLAGS_CFM_NORM) ? m_linearLimits.m_normalCFM[i] : info->cfm[0]; + limot.m_stopCFM = (flags & BT_6DOF_FLAGS_CFM_STOP) ? m_linearLimits.m_stopCFM[i] : info->cfm[0]; + limot.m_stopERP = (flags & BT_6DOF_FLAGS_ERP_STOP) ? m_linearLimits.m_stopERP[i] : info->erp; + if(m_useOffsetForConstraintFrame) + { + int indx1 = (i + 1) % 3; + int indx2 = (i + 2) % 3; + int rotAllowed = 1; // rotations around orthos to current axis + if(m_angularLimits[indx1].m_currentLimit && m_angularLimits[indx2].m_currentLimit) + { + rotAllowed = 0; + } + row += get_limit_motor_info2(&limot, transA,transB,linVelA,linVelB,angVelA,angVelB, info, row, axis, 0, rotAllowed); + } + else + { + row += get_limit_motor_info2(&limot, transA,transB,linVelA,linVelB,angVelA,angVelB, info, row, axis, 0); + } + } + } + return row; +} + + + +int btGeneric6DofConstraint::setAngularLimits(btConstraintInfo2 *info, int row_offset, const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB) +{ + btGeneric6DofConstraint * d6constraint = this; + int row = row_offset; + //solve angular limits + for (int i=0;i<3 ;i++ ) + { + if(d6constraint->getRotationalLimitMotor(i)->needApplyTorques()) + { + btVector3 axis = d6constraint->getAxis(i); + int flags = m_flags >> ((i + 3) * BT_6DOF_FLAGS_AXIS_SHIFT); + if(!(flags & BT_6DOF_FLAGS_CFM_NORM)) + { + m_angularLimits[i].m_normalCFM = info->cfm[0]; + } + if(!(flags & BT_6DOF_FLAGS_CFM_STOP)) + { + m_angularLimits[i].m_stopCFM = info->cfm[0]; + } + if(!(flags & BT_6DOF_FLAGS_ERP_STOP)) + { + m_angularLimits[i].m_stopERP = info->erp; + } + row += get_limit_motor_info2(d6constraint->getRotationalLimitMotor(i), + transA,transB,linVelA,linVelB,angVelA,angVelB, info,row,axis,1); + } + } + + return row; +} + + + + +void btGeneric6DofConstraint::updateRHS(btScalar timeStep) +{ + (void)timeStep; + +} + + + +btVector3 btGeneric6DofConstraint::getAxis(int axis_index) const +{ + return m_calculatedAxis[axis_index]; +} + + +btScalar btGeneric6DofConstraint::getRelativePivotPosition(int axisIndex) const +{ + return m_calculatedLinearDiff[axisIndex]; +} + + +btScalar btGeneric6DofConstraint::getAngle(int axisIndex) const +{ + return m_calculatedAxisAngleDiff[axisIndex]; +} + + + +void btGeneric6DofConstraint::calcAnchorPos(void) +{ + btScalar imA = m_rbA.getInvMass(); + btScalar imB = m_rbB.getInvMass(); + btScalar weight; + if(imB == btScalar(0.0)) + { + weight = btScalar(1.0); + } + else + { + weight = imA / (imA + imB); + } + const btVector3& pA = m_calculatedTransformA.getOrigin(); + const btVector3& pB = m_calculatedTransformB.getOrigin(); + m_AnchorPos = pA * weight + pB * (btScalar(1.0) - weight); + return; +} + + + +void btGeneric6DofConstraint::calculateLinearInfo() +{ + m_calculatedLinearDiff = m_calculatedTransformB.getOrigin() - m_calculatedTransformA.getOrigin(); + m_calculatedLinearDiff = m_calculatedTransformA.getBasis().inverse() * m_calculatedLinearDiff; + for(int i = 0; i < 3; i++) + { + m_linearLimits.m_currentLinearDiff[i] = m_calculatedLinearDiff[i]; + m_linearLimits.testLimitValue(i, m_calculatedLinearDiff[i]); + } +} + + + +int btGeneric6DofConstraint::get_limit_motor_info2( + btRotationalLimitMotor * limot, + const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB, + btConstraintInfo2 *info, int row, btVector3& ax1, int rotational,int rotAllowed) +{ + int srow = row * info->rowskip; + int powered = limot->m_enableMotor; + int limit = limot->m_currentLimit; + if (powered || limit) + { // if the joint is powered, or has joint limits, add in the extra row + btScalar *J1 = rotational ? info->m_J1angularAxis : info->m_J1linearAxis; + btScalar *J2 = rotational ? info->m_J2angularAxis : 0; + J1[srow+0] = ax1[0]; + J1[srow+1] = ax1[1]; + J1[srow+2] = ax1[2]; + if(rotational) + { + J2[srow+0] = -ax1[0]; + J2[srow+1] = -ax1[1]; + J2[srow+2] = -ax1[2]; + } + if((!rotational)) + { + if (m_useOffsetForConstraintFrame) + { + btVector3 tmpA, tmpB, relA, relB; + // get vector from bodyB to frameB in WCS + relB = m_calculatedTransformB.getOrigin() - transB.getOrigin(); + // get its projection to constraint axis + btVector3 projB = ax1 * relB.dot(ax1); + // get vector directed from bodyB to constraint axis (and orthogonal to it) + btVector3 orthoB = relB - projB; + // same for bodyA + relA = m_calculatedTransformA.getOrigin() - transA.getOrigin(); + btVector3 projA = ax1 * relA.dot(ax1); + btVector3 orthoA = relA - projA; + // get desired offset between frames A and B along constraint axis + btScalar desiredOffs = limot->m_currentPosition - limot->m_currentLimitError; + // desired vector from projection of center of bodyA to projection of center of bodyB to constraint axis + btVector3 totalDist = projA + ax1 * desiredOffs - projB; + // get offset vectors relA and relB + relA = orthoA + totalDist * m_factA; + relB = orthoB - totalDist * m_factB; + tmpA = relA.cross(ax1); + tmpB = relB.cross(ax1); + if(m_hasStaticBody && (!rotAllowed)) + { + tmpA *= m_factA; + tmpB *= m_factB; + } + int i; + for (i=0; i<3; i++) info->m_J1angularAxis[srow+i] = tmpA[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[srow+i] = -tmpB[i]; + } else + { + btVector3 ltd; // Linear Torque Decoupling vector + btVector3 c = m_calculatedTransformB.getOrigin() - transA.getOrigin(); + ltd = c.cross(ax1); + info->m_J1angularAxis[srow+0] = ltd[0]; + info->m_J1angularAxis[srow+1] = ltd[1]; + info->m_J1angularAxis[srow+2] = ltd[2]; + + c = m_calculatedTransformB.getOrigin() - transB.getOrigin(); + ltd = -c.cross(ax1); + info->m_J2angularAxis[srow+0] = ltd[0]; + info->m_J2angularAxis[srow+1] = ltd[1]; + info->m_J2angularAxis[srow+2] = ltd[2]; + } + } + // if we're limited low and high simultaneously, the joint motor is + // ineffective + if (limit && (limot->m_loLimit == limot->m_hiLimit)) powered = 0; + info->m_constraintError[srow] = btScalar(0.f); + if (powered) + { + info->cfm[srow] = limot->m_normalCFM; + if(!limit) + { + btScalar tag_vel = rotational ? limot->m_targetVelocity : -limot->m_targetVelocity; + + btScalar mot_fact = getMotorFactor( limot->m_currentPosition, + limot->m_loLimit, + limot->m_hiLimit, + tag_vel, + info->fps * limot->m_stopERP); + info->m_constraintError[srow] += mot_fact * limot->m_targetVelocity; + info->m_lowerLimit[srow] = -limot->m_maxMotorForce; + info->m_upperLimit[srow] = limot->m_maxMotorForce; + } + } + if(limit) + { + btScalar k = info->fps * limot->m_stopERP; + if(!rotational) + { + info->m_constraintError[srow] += k * limot->m_currentLimitError; + } + else + { + info->m_constraintError[srow] += -k * limot->m_currentLimitError; + } + info->cfm[srow] = limot->m_stopCFM; + if (limot->m_loLimit == limot->m_hiLimit) + { // limited low and high simultaneously + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else + { + if (limit == 1) + { + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else + { + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = 0; + } + // deal with bounce + if (limot->m_bounce > 0) + { + // calculate joint velocity + btScalar vel; + if (rotational) + { + vel = angVelA.dot(ax1); +//make sure that if no body -> angVelB == zero vec +// if (body1) + vel -= angVelB.dot(ax1); + } + else + { + vel = linVelA.dot(ax1); +//make sure that if no body -> angVelB == zero vec +// if (body1) + vel -= linVelB.dot(ax1); + } + // only apply bounce if the velocity is incoming, and if the + // resulting c[] exceeds what we already have. + if (limit == 1) + { + if (vel < 0) + { + btScalar newc = -limot->m_bounce* vel; + if (newc > info->m_constraintError[srow]) + info->m_constraintError[srow] = newc; + } + } + else + { + if (vel > 0) + { + btScalar newc = -limot->m_bounce * vel; + if (newc < info->m_constraintError[srow]) + info->m_constraintError[srow] = newc; + } + } + } + } + } + return 1; + } + else return 0; +} + + + + + + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. +void btGeneric6DofConstraint::setParam(int num, btScalar value, int axis) +{ + if((axis >= 0) && (axis < 3)) + { + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + m_linearLimits.m_stopERP[axis] = value; + m_flags |= BT_6DOF_FLAGS_ERP_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT); + break; + case BT_CONSTRAINT_STOP_CFM : + m_linearLimits.m_stopCFM[axis] = value; + m_flags |= BT_6DOF_FLAGS_CFM_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT); + break; + case BT_CONSTRAINT_CFM : + m_linearLimits.m_normalCFM[axis] = value; + m_flags |= BT_6DOF_FLAGS_CFM_NORM << (axis * BT_6DOF_FLAGS_AXIS_SHIFT); + break; + default : + btAssertConstrParams(0); + } + } + else if((axis >=3) && (axis < 6)) + { + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + m_angularLimits[axis - 3].m_stopERP = value; + m_flags |= BT_6DOF_FLAGS_ERP_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT); + break; + case BT_CONSTRAINT_STOP_CFM : + m_angularLimits[axis - 3].m_stopCFM = value; + m_flags |= BT_6DOF_FLAGS_CFM_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT); + break; + case BT_CONSTRAINT_CFM : + m_angularLimits[axis - 3].m_normalCFM = value; + m_flags |= BT_6DOF_FLAGS_CFM_NORM << (axis * BT_6DOF_FLAGS_AXIS_SHIFT); + break; + default : + btAssertConstrParams(0); + } + } + else + { + btAssertConstrParams(0); + } +} + + ///return the local value of parameter +btScalar btGeneric6DofConstraint::getParam(int num, int axis) const +{ + btScalar retVal = 0; + if((axis >= 0) && (axis < 3)) + { + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + btAssertConstrParams(m_flags & (BT_6DOF_FLAGS_ERP_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT))); + retVal = m_linearLimits.m_stopERP[axis]; + break; + case BT_CONSTRAINT_STOP_CFM : + btAssertConstrParams(m_flags & (BT_6DOF_FLAGS_CFM_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT))); + retVal = m_linearLimits.m_stopCFM[axis]; + break; + case BT_CONSTRAINT_CFM : + btAssertConstrParams(m_flags & (BT_6DOF_FLAGS_CFM_NORM << (axis * BT_6DOF_FLAGS_AXIS_SHIFT))); + retVal = m_linearLimits.m_normalCFM[axis]; + break; + default : + btAssertConstrParams(0); + } + } + else if((axis >=3) && (axis < 6)) + { + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + btAssertConstrParams(m_flags & (BT_6DOF_FLAGS_ERP_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT))); + retVal = m_angularLimits[axis - 3].m_stopERP; + break; + case BT_CONSTRAINT_STOP_CFM : + btAssertConstrParams(m_flags & (BT_6DOF_FLAGS_CFM_STOP << (axis * BT_6DOF_FLAGS_AXIS_SHIFT))); + retVal = m_angularLimits[axis - 3].m_stopCFM; + break; + case BT_CONSTRAINT_CFM : + btAssertConstrParams(m_flags & (BT_6DOF_FLAGS_CFM_NORM << (axis * BT_6DOF_FLAGS_AXIS_SHIFT))); + retVal = m_angularLimits[axis - 3].m_normalCFM; + break; + default : + btAssertConstrParams(0); + } + } + else + { + btAssertConstrParams(0); + } + return retVal; +} diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h new file mode 100644 index 00000000000..2653d26dc3f --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h @@ -0,0 +1,588 @@ +/* +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. +*/ + +/// 2009 March: btGeneric6DofConstraint refactored by Roman Ponomarev +/// Added support for generic constraint solver through getInfo1/getInfo2 methods + +/* +2007-09-09 +btGeneric6DofConstraint Refactored by Francisco Le?n +email: projectileman@yahoo.com +http://gimpact.sf.net +*/ + + +#ifndef GENERIC_6DOF_CONSTRAINT_H +#define GENERIC_6DOF_CONSTRAINT_H + +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btTypedConstraint.h" + +class btRigidBody; + + + + +//! Rotation Limit structure for generic joints +class btRotationalLimitMotor +{ +public: + //! limit_parameters + //!@{ + btScalar m_loLimit;//!< joint limit + btScalar m_hiLimit;//!< joint limit + btScalar m_targetVelocity;//!< target motor velocity + btScalar m_maxMotorForce;//!< max force on motor + btScalar m_maxLimitForce;//!< max force on limit + btScalar m_damping;//!< Damping. + btScalar m_limitSoftness;//! Relaxation factor + btScalar m_normalCFM;//!< Constraint force mixing factor + btScalar m_stopERP;//!< Error tolerance factor when joint is at limit + btScalar m_stopCFM;//!< Constraint force mixing factor when joint is at limit + btScalar m_bounce;//!< restitution factor + bool m_enableMotor; + + //!@} + + //! temp_variables + //!@{ + btScalar m_currentLimitError;//! How much is violated this limit + btScalar m_currentPosition; //! current value of angle + int m_currentLimit;//!< 0=free, 1=at lo limit, 2=at hi limit + btScalar m_accumulatedImpulse; + //!@} + + btRotationalLimitMotor() + { + m_accumulatedImpulse = 0.f; + m_targetVelocity = 0; + m_maxMotorForce = 0.1f; + m_maxLimitForce = 300.0f; + m_loLimit = 1.0f; + m_hiLimit = -1.0f; + m_normalCFM = 0.f; + m_stopERP = 0.2f; + m_stopCFM = 0.f; + m_bounce = 0.0f; + m_damping = 1.0f; + m_limitSoftness = 0.5f; + m_currentLimit = 0; + m_currentLimitError = 0; + m_enableMotor = false; + } + + btRotationalLimitMotor(const btRotationalLimitMotor & limot) + { + m_targetVelocity = limot.m_targetVelocity; + m_maxMotorForce = limot.m_maxMotorForce; + m_limitSoftness = limot.m_limitSoftness; + m_loLimit = limot.m_loLimit; + m_hiLimit = limot.m_hiLimit; + m_normalCFM = limot.m_normalCFM; + m_stopERP = limot.m_stopERP; + m_stopCFM = limot.m_stopCFM; + m_bounce = limot.m_bounce; + m_currentLimit = limot.m_currentLimit; + m_currentLimitError = limot.m_currentLimitError; + m_enableMotor = limot.m_enableMotor; + } + + + + //! Is limited + bool isLimited() + { + if(m_loLimit > m_hiLimit) return false; + return true; + } + + //! Need apply correction + bool needApplyTorques() + { + if(m_currentLimit == 0 && m_enableMotor == false) return false; + return true; + } + + //! calculates error + /*! + calculates m_currentLimit and m_currentLimitError. + */ + int testLimitValue(btScalar test_value); + + //! apply the correction impulses for two bodies + btScalar solveAngularLimits(btScalar timeStep,btVector3& axis, btScalar jacDiagABInv,btRigidBody * body0, btRigidBody * body1); + +}; + + + +class btTranslationalLimitMotor +{ +public: + btVector3 m_lowerLimit;//!< the constraint lower limits + btVector3 m_upperLimit;//!< the constraint upper limits + btVector3 m_accumulatedImpulse; + //! Linear_Limit_parameters + //!@{ + btScalar m_limitSoftness;//!< Softness for linear limit + btScalar m_damping;//!< Damping for linear limit + btScalar m_restitution;//! Bounce parameter for linear limit + btVector3 m_normalCFM;//!< Constraint force mixing factor + btVector3 m_stopERP;//!< Error tolerance factor when joint is at limit + btVector3 m_stopCFM;//!< Constraint force mixing factor when joint is at limit + //!@} + bool m_enableMotor[3]; + btVector3 m_targetVelocity;//!< target motor velocity + btVector3 m_maxMotorForce;//!< max force on motor + btVector3 m_currentLimitError;//! How much is violated this limit + btVector3 m_currentLinearDiff;//! Current relative offset of constraint frames + int m_currentLimit[3];//!< 0=free, 1=at lower limit, 2=at upper limit + + btTranslationalLimitMotor() + { + m_lowerLimit.setValue(0.f,0.f,0.f); + m_upperLimit.setValue(0.f,0.f,0.f); + m_accumulatedImpulse.setValue(0.f,0.f,0.f); + m_normalCFM.setValue(0.f, 0.f, 0.f); + m_stopERP.setValue(0.2f, 0.2f, 0.2f); + m_stopCFM.setValue(0.f, 0.f, 0.f); + + m_limitSoftness = 0.7f; + m_damping = btScalar(1.0f); + m_restitution = btScalar(0.5f); + for(int i=0; i < 3; i++) + { + m_enableMotor[i] = false; + m_targetVelocity[i] = btScalar(0.f); + m_maxMotorForce[i] = btScalar(0.f); + } + } + + btTranslationalLimitMotor(const btTranslationalLimitMotor & other ) + { + m_lowerLimit = other.m_lowerLimit; + m_upperLimit = other.m_upperLimit; + m_accumulatedImpulse = other.m_accumulatedImpulse; + + m_limitSoftness = other.m_limitSoftness ; + m_damping = other.m_damping; + m_restitution = other.m_restitution; + m_normalCFM = other.m_normalCFM; + m_stopERP = other.m_stopERP; + m_stopCFM = other.m_stopCFM; + + for(int i=0; i < 3; i++) + { + m_enableMotor[i] = other.m_enableMotor[i]; + m_targetVelocity[i] = other.m_targetVelocity[i]; + m_maxMotorForce[i] = other.m_maxMotorForce[i]; + } + } + + //! Test limit + /*! + - free means upper < lower, + - locked means upper == lower + - limited means upper > lower + - limitIndex: first 3 are linear, next 3 are angular + */ + inline bool isLimited(int limitIndex) + { + return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]); + } + inline bool needApplyForce(int limitIndex) + { + if(m_currentLimit[limitIndex] == 0 && m_enableMotor[limitIndex] == false) return false; + return true; + } + int testLimitValue(int limitIndex, btScalar test_value); + + + btScalar solveLinearAxis( + btScalar timeStep, + btScalar jacDiagABInv, + btRigidBody& body1,const btVector3 &pointInA, + btRigidBody& body2,const btVector3 &pointInB, + int limit_index, + const btVector3 & axis_normal_on_a, + const btVector3 & anchorPos); + + +}; + +enum bt6DofFlags +{ + BT_6DOF_FLAGS_CFM_NORM = 1, + BT_6DOF_FLAGS_CFM_STOP = 2, + BT_6DOF_FLAGS_ERP_STOP = 4 +}; +#define BT_6DOF_FLAGS_AXIS_SHIFT 3 // bits per axis + + +/// btGeneric6DofConstraint between two rigidbodies each with a pivotpoint that descibes the axis location in local space +/*! +btGeneric6DofConstraint can leave any of the 6 degree of freedom 'free' or 'locked'. +currently this limit supports rotational motors<br> +<ul> +<li> For Linear limits, use btGeneric6DofConstraint.setLinearUpperLimit, btGeneric6DofConstraint.setLinearLowerLimit. You can set the parameters with the btTranslationalLimitMotor structure accsesible through the btGeneric6DofConstraint.getTranslationalLimitMotor method. +At this moment translational motors are not supported. May be in the future. </li> + +<li> For Angular limits, use the btRotationalLimitMotor structure for configuring the limit. +This is accessible through btGeneric6DofConstraint.getLimitMotor method, +This brings support for limit parameters and motors. </li> + +<li> Angulars limits have these possible ranges: +<table border=1 > +<tr> + <td><b>AXIS</b></td> + <td><b>MIN ANGLE</b></td> + <td><b>MAX ANGLE</b></td> +</tr><tr> + <td>X</td> + <td>-PI</td> + <td>PI</td> +</tr><tr> + <td>Y</td> + <td>-PI/2</td> + <td>PI/2</td> +</tr><tr> + <td>Z</td> + <td>-PI</td> + <td>PI</td> +</tr> +</table> +</li> +</ul> + +*/ +class btGeneric6DofConstraint : public btTypedConstraint +{ +protected: + + //! relative_frames + //!@{ + btTransform m_frameInA;//!< the constraint space w.r.t body A + btTransform m_frameInB;//!< the constraint space w.r.t body B + //!@} + + //! Jacobians + //!@{ + btJacobianEntry m_jacLinear[3];//!< 3 orthogonal linear constraints + btJacobianEntry m_jacAng[3];//!< 3 orthogonal angular constraints + //!@} + + //! Linear_Limit_parameters + //!@{ + btTranslationalLimitMotor m_linearLimits; + //!@} + + + //! hinge_parameters + //!@{ + btRotationalLimitMotor m_angularLimits[3]; + //!@} + + +protected: + //! temporal variables + //!@{ + btScalar m_timeStep; + btTransform m_calculatedTransformA; + btTransform m_calculatedTransformB; + btVector3 m_calculatedAxisAngleDiff; + btVector3 m_calculatedAxis[3]; + btVector3 m_calculatedLinearDiff; + btScalar m_factA; + btScalar m_factB; + bool m_hasStaticBody; + + btVector3 m_AnchorPos; // point betwen pivots of bodies A and B to solve linear axes + + bool m_useLinearReferenceFrameA; + bool m_useOffsetForConstraintFrame; + + int m_flags; + + //!@} + + btGeneric6DofConstraint& operator=(btGeneric6DofConstraint& other) + { + btAssert(0); + (void) other; + return *this; + } + + + int setAngularLimits(btConstraintInfo2 *info, int row_offset,const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB); + + int setLinearLimits(btConstraintInfo2 *info, int row, const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB); + + void buildLinearJacobian( + btJacobianEntry & jacLinear,const btVector3 & normalWorld, + const btVector3 & pivotAInW,const btVector3 & pivotBInW); + + void buildAngularJacobian(btJacobianEntry & jacAngular,const btVector3 & jointAxisW); + + // tests linear limits + void calculateLinearInfo(); + + //! calcs the euler angles between the two bodies. + void calculateAngleInfo(); + + + +public: + + ///for backwards compatibility during the transition to 'getInfo/getInfo2' + bool m_useSolveConstraintObsolete; + + btGeneric6DofConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA); + btGeneric6DofConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameB); + + //! Calcs global transform of the offsets + /*! + Calcs the global transform for the joint offset for body A an B, and also calcs the agle differences between the bodies. + \sa btGeneric6DofConstraint.getCalculatedTransformA , btGeneric6DofConstraint.getCalculatedTransformB, btGeneric6DofConstraint.calculateAngleInfo + */ + void calculateTransforms(const btTransform& transA,const btTransform& transB); + + void calculateTransforms(); + + //! Gets the global transform of the offset for body A + /*! + \sa btGeneric6DofConstraint.getFrameOffsetA, btGeneric6DofConstraint.getFrameOffsetB, btGeneric6DofConstraint.calculateAngleInfo. + */ + const btTransform & getCalculatedTransformA() const + { + return m_calculatedTransformA; + } + + //! Gets the global transform of the offset for body B + /*! + \sa btGeneric6DofConstraint.getFrameOffsetA, btGeneric6DofConstraint.getFrameOffsetB, btGeneric6DofConstraint.calculateAngleInfo. + */ + const btTransform & getCalculatedTransformB() const + { + return m_calculatedTransformB; + } + + const btTransform & getFrameOffsetA() const + { + return m_frameInA; + } + + const btTransform & getFrameOffsetB() const + { + return m_frameInB; + } + + + btTransform & getFrameOffsetA() + { + return m_frameInA; + } + + btTransform & getFrameOffsetB() + { + return m_frameInB; + } + + + //! performs Jacobian calculation, and also calculates angle differences and axis + virtual void buildJacobian(); + + virtual void getInfo1 (btConstraintInfo1* info); + + void getInfo1NonVirtual (btConstraintInfo1* info); + + virtual void getInfo2 (btConstraintInfo2* info); + + void getInfo2NonVirtual (btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB); + + + void updateRHS(btScalar timeStep); + + //! Get the rotation axis in global coordinates + /*! + \pre btGeneric6DofConstraint.buildJacobian must be called previously. + */ + btVector3 getAxis(int axis_index) const; + + //! Get the relative Euler angle + /*! + \pre btGeneric6DofConstraint::calculateTransforms() must be called previously. + */ + btScalar getAngle(int axis_index) const; + + //! Get the relative position of the constraint pivot + /*! + \pre btGeneric6DofConstraint::calculateTransforms() must be called previously. + */ + btScalar getRelativePivotPosition(int axis_index) const; + + + //! Test angular limit. + /*! + Calculates angular correction and returns true if limit needs to be corrected. + \pre btGeneric6DofConstraint::calculateTransforms() must be called previously. + */ + bool testAngularLimitMotor(int axis_index); + + void setLinearLowerLimit(const btVector3& linearLower) + { + m_linearLimits.m_lowerLimit = linearLower; + } + + void setLinearUpperLimit(const btVector3& linearUpper) + { + m_linearLimits.m_upperLimit = linearUpper; + } + + void setAngularLowerLimit(const btVector3& angularLower) + { + for(int i = 0; i < 3; i++) + m_angularLimits[i].m_loLimit = btNormalizeAngle(angularLower[i]); + } + + void setAngularUpperLimit(const btVector3& angularUpper) + { + for(int i = 0; i < 3; i++) + m_angularLimits[i].m_hiLimit = btNormalizeAngle(angularUpper[i]); + } + + //! Retrieves the angular limit informacion + btRotationalLimitMotor * getRotationalLimitMotor(int index) + { + return &m_angularLimits[index]; + } + + //! Retrieves the limit informacion + btTranslationalLimitMotor * getTranslationalLimitMotor() + { + return &m_linearLimits; + } + + //first 3 are linear, next 3 are angular + void setLimit(int axis, btScalar lo, btScalar hi) + { + if(axis<3) + { + m_linearLimits.m_lowerLimit[axis] = lo; + m_linearLimits.m_upperLimit[axis] = hi; + } + else + { + lo = btNormalizeAngle(lo); + hi = btNormalizeAngle(hi); + m_angularLimits[axis-3].m_loLimit = lo; + m_angularLimits[axis-3].m_hiLimit = hi; + } + } + + //! Test limit + /*! + - free means upper < lower, + - locked means upper == lower + - limited means upper > lower + - limitIndex: first 3 are linear, next 3 are angular + */ + bool isLimited(int limitIndex) + { + if(limitIndex<3) + { + return m_linearLimits.isLimited(limitIndex); + + } + return m_angularLimits[limitIndex-3].isLimited(); + } + + virtual void calcAnchorPos(void); // overridable + + int get_limit_motor_info2( btRotationalLimitMotor * limot, + const btTransform& transA,const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB,const btVector3& angVelA,const btVector3& angVelB, + btConstraintInfo2 *info, int row, btVector3& ax1, int rotational, int rotAllowed = false); + + // access for UseFrameOffset + bool getUseFrameOffset() { return m_useOffsetForConstraintFrame; } + void setUseFrameOffset(bool frameOffsetOnOff) { m_useOffsetForConstraintFrame = frameOffsetOnOff; } + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. + virtual void setParam(int num, btScalar value, int axis = -1); + ///return the local value of parameter + virtual btScalar getParam(int num, int axis = -1) const; + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; + + +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btGeneric6DofConstraintData +{ + btTypedConstraintData m_typeConstraintData; + btTransformFloatData m_rbAFrame; // constraint axii. Assumes z is hinge axis. + btTransformFloatData m_rbBFrame; + + btVector3FloatData m_linearUpperLimit; + btVector3FloatData m_linearLowerLimit; + + btVector3FloatData m_angularUpperLimit; + btVector3FloatData m_angularLowerLimit; + + int m_useLinearReferenceFrameA; + int m_useOffsetForConstraintFrame; +}; + +SIMD_FORCE_INLINE int btGeneric6DofConstraint::calculateSerializeBufferSize() const +{ + return sizeof(btGeneric6DofConstraintData); +} + + ///fills the dataBuffer and returns the struct name (and 0 on failure) +SIMD_FORCE_INLINE const char* btGeneric6DofConstraint::serialize(void* dataBuffer, btSerializer* serializer) const +{ + + btGeneric6DofConstraintData* dof = (btGeneric6DofConstraintData*)dataBuffer; + btTypedConstraint::serialize(&dof->m_typeConstraintData,serializer); + + m_frameInA.serializeFloat(dof->m_rbAFrame); + m_frameInB.serializeFloat(dof->m_rbBFrame); + + + int i; + for (i=0;i<3;i++) + { + dof->m_angularLowerLimit.m_floats[i] = float(m_angularLimits[i].m_loLimit); + dof->m_angularUpperLimit.m_floats[i] = float(m_angularLimits[i].m_hiLimit); + dof->m_linearLowerLimit.m_floats[i] = float(m_linearLimits.m_lowerLimit[i]); + dof->m_linearUpperLimit.m_floats[i] = float(m_linearLimits.m_upperLimit[i]); + } + + dof->m_useLinearReferenceFrameA = m_useLinearReferenceFrameA? 1 : 0; + dof->m_useOffsetForConstraintFrame = m_useOffsetForConstraintFrame ? 1 : 0; + + return "btGeneric6DofConstraintData"; +} + + + + + +#endif //GENERIC_6DOF_CONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp new file mode 100644 index 00000000000..3fa7de4ddb8 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.cpp @@ -0,0 +1,146 @@ +/* +Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org +Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. + +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. +*/ + +#include "btGeneric6DofSpringConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" + + +btGeneric6DofSpringConstraint::btGeneric6DofSpringConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA) + : btGeneric6DofConstraint(rbA, rbB, frameInA, frameInB, useLinearReferenceFrameA) +{ + for(int i = 0; i < 6; i++) + { + m_springEnabled[i] = false; + m_equilibriumPoint[i] = btScalar(0.f); + m_springStiffness[i] = btScalar(0.f); + m_springDamping[i] = btScalar(1.f); + } +} + + +void btGeneric6DofSpringConstraint::enableSpring(int index, bool onOff) +{ + btAssert((index >= 0) && (index < 6)); + m_springEnabled[index] = onOff; + if(index < 3) + { + m_linearLimits.m_enableMotor[index] = onOff; + } + else + { + m_angularLimits[index - 3].m_enableMotor = onOff; + } +} + + + +void btGeneric6DofSpringConstraint::setStiffness(int index, btScalar stiffness) +{ + btAssert((index >= 0) && (index < 6)); + m_springStiffness[index] = stiffness; +} + + +void btGeneric6DofSpringConstraint::setDamping(int index, btScalar damping) +{ + btAssert((index >= 0) && (index < 6)); + m_springDamping[index] = damping; +} + + +void btGeneric6DofSpringConstraint::setEquilibriumPoint() +{ + calculateTransforms(); + int i; + + for( i = 0; i < 3; i++) + { + m_equilibriumPoint[i] = m_calculatedLinearDiff[i]; + } + for(i = 0; i < 3; i++) + { + m_equilibriumPoint[i + 3] = m_calculatedAxisAngleDiff[i]; + } +} + + + +void btGeneric6DofSpringConstraint::setEquilibriumPoint(int index) +{ + btAssert((index >= 0) && (index < 6)); + calculateTransforms(); + if(index < 3) + { + m_equilibriumPoint[index] = m_calculatedLinearDiff[index]; + } + else + { + m_equilibriumPoint[index] = m_calculatedAxisAngleDiff[index - 3]; + } +} + + + +void btGeneric6DofSpringConstraint::internalUpdateSprings(btConstraintInfo2* info) +{ + // it is assumed that calculateTransforms() have been called before this call + int i; + btVector3 relVel = m_rbB.getLinearVelocity() - m_rbA.getLinearVelocity(); + for(i = 0; i < 3; i++) + { + if(m_springEnabled[i]) + { + // get current position of constraint + btScalar currPos = m_calculatedLinearDiff[i]; + // calculate difference + btScalar delta = currPos - m_equilibriumPoint[i]; + // spring force is (delta * m_stiffness) according to Hooke's Law + btScalar force = delta * m_springStiffness[i]; + btScalar velFactor = info->fps * m_springDamping[i] / btScalar(info->m_numIterations); + m_linearLimits.m_targetVelocity[i] = velFactor * force; + m_linearLimits.m_maxMotorForce[i] = btFabs(force) / info->fps; + } + } + for(i = 0; i < 3; i++) + { + if(m_springEnabled[i + 3]) + { + // get current position of constraint + btScalar currPos = m_calculatedAxisAngleDiff[i]; + // calculate difference + btScalar delta = currPos - m_equilibriumPoint[i+3]; + // spring force is (-delta * m_stiffness) according to Hooke's Law + btScalar force = -delta * m_springStiffness[i+3]; + btScalar velFactor = info->fps * m_springDamping[i+3] / btScalar(info->m_numIterations); + m_angularLimits[i].m_targetVelocity = velFactor * force; + m_angularLimits[i].m_maxMotorForce = btFabs(force) / info->fps; + } + } +} + + +void btGeneric6DofSpringConstraint::getInfo2(btConstraintInfo2* info) +{ + // this will be called by constraint solver at the constraint setup stage + // set current motor parameters + internalUpdateSprings(info); + // do the rest of job for constraint setup + btGeneric6DofConstraint::getInfo2(info); +} + + + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.h new file mode 100644 index 00000000000..e0c1fc9ae39 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.h @@ -0,0 +1,54 @@ +/* +Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org +Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. + +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 GENERIC_6DOF_SPRING_CONSTRAINT_H +#define GENERIC_6DOF_SPRING_CONSTRAINT_H + + +#include "LinearMath/btVector3.h" +#include "btTypedConstraint.h" +#include "btGeneric6DofConstraint.h" + + +/// Generic 6 DOF constraint that allows to set spring motors to any translational and rotational DOF + +/// DOF index used in enableSpring() and setStiffness() means: +/// 0 : translation X +/// 1 : translation Y +/// 2 : translation Z +/// 3 : rotation X (3rd Euler rotational around new position of X axis, range [-PI+epsilon, PI-epsilon] ) +/// 4 : rotation Y (2nd Euler rotational around new position of Y axis, range [-PI/2+epsilon, PI/2-epsilon] ) +/// 5 : rotation Z (1st Euler rotational around Z axis, range [-PI+epsilon, PI-epsilon] ) + +class btGeneric6DofSpringConstraint : public btGeneric6DofConstraint +{ +protected: + bool m_springEnabled[6]; + btScalar m_equilibriumPoint[6]; + btScalar m_springStiffness[6]; + btScalar m_springDamping[6]; // between 0 and 1 (1 == no damping) + void internalUpdateSprings(btConstraintInfo2* info); +public: + btGeneric6DofSpringConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA); + void enableSpring(int index, bool onOff); + void setStiffness(int index, btScalar stiffness); + void setDamping(int index, btScalar damping); + void setEquilibriumPoint(); // set the current constraint position/orientation as an equilibrium point for all DOF + void setEquilibriumPoint(int index); // set the current constraint position/orientation as an equilibrium point for given DOF + virtual void getInfo2 (btConstraintInfo2* info); +}; + +#endif // GENERIC_6DOF_SPRING_CONSTRAINT_H + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp new file mode 100644 index 00000000000..29123d526b4 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btHinge2Constraint.cpp @@ -0,0 +1,66 @@ +/* +Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org +Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. + +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. +*/ + + + +#include "btHinge2Constraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" + + + +// constructor +// anchor, axis1 and axis2 are in world coordinate system +// axis1 must be orthogonal to axis2 +btHinge2Constraint::btHinge2Constraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2) +: btGeneric6DofSpringConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true), + m_anchor(anchor), + m_axis1(axis1), + m_axis2(axis2) +{ + // build frame basis + // 6DOF constraint uses Euler angles and to define limits + // it is assumed that rotational order is : + // Z - first, allowed limits are (-PI,PI); + // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number + // used to prevent constraint from instability on poles; + // new position of X, allowed limits are (-PI,PI); + // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs + // Build the frame in world coordinate system first + btVector3 zAxis = axis1.normalize(); + btVector3 xAxis = axis2.normalize(); + btVector3 yAxis = zAxis.cross(xAxis); // we want right coordinate system + btTransform frameInW; + frameInW.setIdentity(); + frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0], + xAxis[1], yAxis[1], zAxis[1], + xAxis[2], yAxis[2], zAxis[2]); + frameInW.setOrigin(anchor); + // now get constraint frame in local coordinate systems + m_frameInA = rbA.getCenterOfMassTransform().inverse() * frameInW; + m_frameInB = rbB.getCenterOfMassTransform().inverse() * frameInW; + // sei limits + setLinearLowerLimit(btVector3(0.f, 0.f, -1.f)); + setLinearUpperLimit(btVector3(0.f, 0.f, 1.f)); + // like front wheels of a car + setAngularLowerLimit(btVector3(1.f, 0.f, -SIMD_HALF_PI * 0.5f)); + setAngularUpperLimit(btVector3(-1.f, 0.f, SIMD_HALF_PI * 0.5f)); + // enable suspension + enableSpring(2, true); + setStiffness(2, SIMD_PI * SIMD_PI * 4.f); // period 1 sec for 1 kilogramm weel :-) + setDamping(2, 0.01f); + setEquilibriumPoint(); +} + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btHinge2Constraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btHinge2Constraint.h new file mode 100644 index 00000000000..15fd4a014cc --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btHinge2Constraint.h @@ -0,0 +1,58 @@ +/* +Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org +Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. + +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 HINGE2_CONSTRAINT_H +#define HINGE2_CONSTRAINT_H + + + +#include "LinearMath/btVector3.h" +#include "btTypedConstraint.h" +#include "btGeneric6DofSpringConstraint.h" + + + +// Constraint similar to ODE Hinge2 Joint +// has 3 degrees of frredom: +// 2 rotational degrees of freedom, similar to Euler rotations around Z (axis 1) and X (axis 2) +// 1 translational (along axis Z) with suspension spring + +class btHinge2Constraint : public btGeneric6DofSpringConstraint +{ +protected: + btVector3 m_anchor; + btVector3 m_axis1; + btVector3 m_axis2; +public: + // constructor + // anchor, axis1 and axis2 are in world coordinate system + // axis1 must be orthogonal to axis2 + btHinge2Constraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2); + // access + const btVector3& getAnchor() { return m_calculatedTransformA.getOrigin(); } + const btVector3& getAnchor2() { return m_calculatedTransformB.getOrigin(); } + const btVector3& getAxis1() { return m_axis1; } + const btVector3& getAxis2() { return m_axis2; } + btScalar getAngle1() { return getAngle(2); } + btScalar getAngle2() { return getAngle(0); } + // limits + void setUpperLimit(btScalar ang1max) { setAngularUpperLimit(btVector3(-1.f, 0.f, ang1max)); } + void setLowerLimit(btScalar ang1min) { setAngularLowerLimit(btVector3( 1.f, 0.f, ang1min)); } +}; + + + +#endif // HINGE2_CONSTRAINT_H + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp new file mode 100644 index 00000000000..2bfa55a2933 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp @@ -0,0 +1,992 @@ +/* +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. +*/ + + +#include "btHingeConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" +#include "LinearMath/btMinMax.h" +#include <new> +#include "btSolverBody.h" + + + +//#define HINGE_USE_OBSOLETE_SOLVER false +#define HINGE_USE_OBSOLETE_SOLVER false + +#define HINGE_USE_FRAME_OFFSET true + +#ifndef __SPU__ + + + + + +btHingeConstraint::btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB, + btVector3& axisInA,btVector3& axisInB, bool useReferenceFrameA) + :btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA,rbB), + m_angularOnly(false), + m_enableAngularMotor(false), + m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), + m_useOffsetForConstraintFrame(HINGE_USE_FRAME_OFFSET), + m_useReferenceFrameA(useReferenceFrameA), + m_flags(0) +{ + m_rbAFrame.getOrigin() = pivotInA; + + // since no frame is given, assume this to be zero angle and just pick rb transform axis + btVector3 rbAxisA1 = rbA.getCenterOfMassTransform().getBasis().getColumn(0); + + btVector3 rbAxisA2; + btScalar projection = axisInA.dot(rbAxisA1); + if (projection >= 1.0f - SIMD_EPSILON) { + rbAxisA1 = -rbA.getCenterOfMassTransform().getBasis().getColumn(2); + rbAxisA2 = rbA.getCenterOfMassTransform().getBasis().getColumn(1); + } else if (projection <= -1.0f + SIMD_EPSILON) { + rbAxisA1 = rbA.getCenterOfMassTransform().getBasis().getColumn(2); + rbAxisA2 = rbA.getCenterOfMassTransform().getBasis().getColumn(1); + } else { + rbAxisA2 = axisInA.cross(rbAxisA1); + rbAxisA1 = rbAxisA2.cross(axisInA); + } + + m_rbAFrame.getBasis().setValue( rbAxisA1.getX(),rbAxisA2.getX(),axisInA.getX(), + rbAxisA1.getY(),rbAxisA2.getY(),axisInA.getY(), + rbAxisA1.getZ(),rbAxisA2.getZ(),axisInA.getZ() ); + + btQuaternion rotationArc = shortestArcQuat(axisInA,axisInB); + btVector3 rbAxisB1 = quatRotate(rotationArc,rbAxisA1); + btVector3 rbAxisB2 = axisInB.cross(rbAxisB1); + + m_rbBFrame.getOrigin() = pivotInB; + m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),axisInB.getX(), + rbAxisB1.getY(),rbAxisB2.getY(),axisInB.getY(), + rbAxisB1.getZ(),rbAxisB2.getZ(),axisInB.getZ() ); + + //start with free + m_lowerLimit = btScalar(1.0f); + m_upperLimit = btScalar(-1.0f); + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + m_limitSoftness = 0.9f; + m_solveLimit = false; + m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); +} + + + +btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA, bool useReferenceFrameA) +:btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA), m_angularOnly(false), m_enableAngularMotor(false), +m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), +m_useOffsetForConstraintFrame(HINGE_USE_FRAME_OFFSET), +m_useReferenceFrameA(useReferenceFrameA), +m_flags(0) +{ + + // since no frame is given, assume this to be zero angle and just pick rb transform axis + // fixed axis in worldspace + btVector3 rbAxisA1, rbAxisA2; + btPlaneSpace1(axisInA, rbAxisA1, rbAxisA2); + + m_rbAFrame.getOrigin() = pivotInA; + m_rbAFrame.getBasis().setValue( rbAxisA1.getX(),rbAxisA2.getX(),axisInA.getX(), + rbAxisA1.getY(),rbAxisA2.getY(),axisInA.getY(), + rbAxisA1.getZ(),rbAxisA2.getZ(),axisInA.getZ() ); + + btVector3 axisInB = rbA.getCenterOfMassTransform().getBasis() * axisInA; + + btQuaternion rotationArc = shortestArcQuat(axisInA,axisInB); + btVector3 rbAxisB1 = quatRotate(rotationArc,rbAxisA1); + btVector3 rbAxisB2 = axisInB.cross(rbAxisB1); + + + m_rbBFrame.getOrigin() = rbA.getCenterOfMassTransform()(pivotInA); + m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),axisInB.getX(), + rbAxisB1.getY(),rbAxisB2.getY(),axisInB.getY(), + rbAxisB1.getZ(),rbAxisB2.getZ(),axisInB.getZ() ); + + //start with free + m_lowerLimit = btScalar(1.0f); + m_upperLimit = btScalar(-1.0f); + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + m_limitSoftness = 0.9f; + m_solveLimit = false; + m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); +} + + + +btHingeConstraint::btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, + const btTransform& rbAFrame, const btTransform& rbBFrame, bool useReferenceFrameA) +:btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA,rbB),m_rbAFrame(rbAFrame),m_rbBFrame(rbBFrame), +m_angularOnly(false), +m_enableAngularMotor(false), +m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), +m_useOffsetForConstraintFrame(HINGE_USE_FRAME_OFFSET), +m_useReferenceFrameA(useReferenceFrameA), +m_flags(0) +{ + //start with free + m_lowerLimit = btScalar(1.0f); + m_upperLimit = btScalar(-1.0f); + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + m_limitSoftness = 0.9f; + m_solveLimit = false; + m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); +} + + + +btHingeConstraint::btHingeConstraint(btRigidBody& rbA, const btTransform& rbAFrame, bool useReferenceFrameA) +:btTypedConstraint(HINGE_CONSTRAINT_TYPE, rbA),m_rbAFrame(rbAFrame),m_rbBFrame(rbAFrame), +m_angularOnly(false), +m_enableAngularMotor(false), +m_useSolveConstraintObsolete(HINGE_USE_OBSOLETE_SOLVER), +m_useOffsetForConstraintFrame(HINGE_USE_FRAME_OFFSET), +m_useReferenceFrameA(useReferenceFrameA), +m_flags(0) +{ + ///not providing rigidbody B means implicitly using worldspace for body B + + m_rbBFrame.getOrigin() = m_rbA.getCenterOfMassTransform()(m_rbAFrame.getOrigin()); + + //start with free + m_lowerLimit = btScalar(1.0f); + m_upperLimit = btScalar(-1.0f); + m_biasFactor = 0.3f; + m_relaxationFactor = 1.0f; + m_limitSoftness = 0.9f; + m_solveLimit = false; + m_referenceSign = m_useReferenceFrameA ? btScalar(-1.f) : btScalar(1.f); +} + + + +void btHingeConstraint::buildJacobian() +{ + if (m_useSolveConstraintObsolete) + { + m_appliedImpulse = btScalar(0.); + m_accMotorImpulse = btScalar(0.); + + if (!m_angularOnly) + { + btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_rbAFrame.getOrigin(); + btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_rbBFrame.getOrigin(); + btVector3 relPos = pivotBInW - pivotAInW; + + btVector3 normal[3]; + if (relPos.length2() > SIMD_EPSILON) + { + normal[0] = relPos.normalized(); + } + else + { + normal[0].setValue(btScalar(1.0),0,0); + } + + btPlaneSpace1(normal[0], normal[1], normal[2]); + + for (int i=0;i<3;i++) + { + new (&m_jac[i]) btJacobianEntry( + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + pivotAInW - m_rbA.getCenterOfMassPosition(), + pivotBInW - m_rbB.getCenterOfMassPosition(), + normal[i], + m_rbA.getInvInertiaDiagLocal(), + m_rbA.getInvMass(), + m_rbB.getInvInertiaDiagLocal(), + m_rbB.getInvMass()); + } + } + + //calculate two perpendicular jointAxis, orthogonal to hingeAxis + //these two jointAxis require equal angular velocities for both bodies + + //this is unused for now, it's a todo + btVector3 jointAxis0local; + btVector3 jointAxis1local; + + btPlaneSpace1(m_rbAFrame.getBasis().getColumn(2),jointAxis0local,jointAxis1local); + + btVector3 jointAxis0 = getRigidBodyA().getCenterOfMassTransform().getBasis() * jointAxis0local; + btVector3 jointAxis1 = getRigidBodyA().getCenterOfMassTransform().getBasis() * jointAxis1local; + btVector3 hingeAxisWorld = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); + + new (&m_jacAng[0]) btJacobianEntry(jointAxis0, + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + m_rbA.getInvInertiaDiagLocal(), + m_rbB.getInvInertiaDiagLocal()); + + new (&m_jacAng[1]) btJacobianEntry(jointAxis1, + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + m_rbA.getInvInertiaDiagLocal(), + m_rbB.getInvInertiaDiagLocal()); + + new (&m_jacAng[2]) btJacobianEntry(hingeAxisWorld, + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + m_rbA.getInvInertiaDiagLocal(), + m_rbB.getInvInertiaDiagLocal()); + + // clear accumulator + m_accLimitImpulse = btScalar(0.); + + // test angular limit + testLimit(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); + + //Compute K = J*W*J' for hinge axis + btVector3 axisA = getRigidBodyA().getCenterOfMassTransform().getBasis() * m_rbAFrame.getBasis().getColumn(2); + m_kHinge = 1.0f / (getRigidBodyA().computeAngularImpulseDenominator(axisA) + + getRigidBodyB().computeAngularImpulseDenominator(axisA)); + + } +} + + +#endif //__SPU__ + + +void btHingeConstraint::getInfo1(btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } + else + { + info->m_numConstraintRows = 5; // Fixed 3 linear + 2 angular + info->nub = 1; + //always add the row, to avoid computation (data is not available yet) + //prepare constraint + testLimit(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); + if(getSolveLimit() || getEnableAngularMotor()) + { + info->m_numConstraintRows++; // limit 3rd anguar as well + info->nub--; + } + + } +} + +void btHingeConstraint::getInfo1NonVirtual(btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } + else + { + //always add the 'limit' row, to avoid computation (data is not available yet) + info->m_numConstraintRows = 6; // Fixed 3 linear + 2 angular + info->nub = 0; + } +} + +void btHingeConstraint::getInfo2 (btConstraintInfo2* info) +{ + if(m_useOffsetForConstraintFrame) + { + getInfo2InternalUsingFrameOffset(info, m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getAngularVelocity(),m_rbB.getAngularVelocity()); + } + else + { + getInfo2Internal(info, m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(),m_rbA.getAngularVelocity(),m_rbB.getAngularVelocity()); + } +} + + +void btHingeConstraint::getInfo2NonVirtual (btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB) +{ + ///the regular (virtual) implementation getInfo2 already performs 'testLimit' during getInfo1, so we need to do it now + testLimit(transA,transB); + + getInfo2Internal(info,transA,transB,angVelA,angVelB); +} + + +void btHingeConstraint::getInfo2Internal(btConstraintInfo2* info, const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB) +{ + + btAssert(!m_useSolveConstraintObsolete); + int i, skip = info->rowskip; + // transforms in world space + btTransform trA = transA*m_rbAFrame; + btTransform trB = transB*m_rbBFrame; + // pivot point + btVector3 pivotAInW = trA.getOrigin(); + btVector3 pivotBInW = trB.getOrigin(); +#if 0 + if (0) + { + for (i=0;i<6;i++) + { + info->m_J1linearAxis[i*skip]=0; + info->m_J1linearAxis[i*skip+1]=0; + info->m_J1linearAxis[i*skip+2]=0; + + info->m_J1angularAxis[i*skip]=0; + info->m_J1angularAxis[i*skip+1]=0; + info->m_J1angularAxis[i*skip+2]=0; + + info->m_J2angularAxis[i*skip]=0; + info->m_J2angularAxis[i*skip+1]=0; + info->m_J2angularAxis[i*skip+2]=0; + + info->m_constraintError[i*skip]=0.f; + } + } +#endif //#if 0 + // linear (all fixed) + info->m_J1linearAxis[0] = 1; + info->m_J1linearAxis[skip + 1] = 1; + info->m_J1linearAxis[2 * skip + 2] = 1; + + + + + + btVector3 a1 = pivotAInW - transA.getOrigin(); + { + btVector3* angular0 = (btVector3*)(info->m_J1angularAxis); + btVector3* angular1 = (btVector3*)(info->m_J1angularAxis + skip); + btVector3* angular2 = (btVector3*)(info->m_J1angularAxis + 2 * skip); + btVector3 a1neg = -a1; + a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); + } + btVector3 a2 = pivotBInW - transB.getOrigin(); + { + btVector3* angular0 = (btVector3*)(info->m_J2angularAxis); + btVector3* angular1 = (btVector3*)(info->m_J2angularAxis + skip); + btVector3* angular2 = (btVector3*)(info->m_J2angularAxis + 2 * skip); + a2.getSkewSymmetricMatrix(angular0,angular1,angular2); + } + // linear RHS + btScalar k = info->fps * info->erp; + for(i = 0; i < 3; i++) + { + info->m_constraintError[i * skip] = k * (pivotBInW[i] - pivotAInW[i]); + } + // make rotations around X and Y equal + // the hinge axis should be the only unconstrained + // rotational axis, the angular velocity of the two bodies perpendicular to + // the hinge axis should be equal. thus the constraint equations are + // p*w1 - p*w2 = 0 + // q*w1 - q*w2 = 0 + // where p and q are unit vectors normal to the hinge axis, and w1 and w2 + // are the angular velocity vectors of the two bodies. + // get hinge axis (Z) + btVector3 ax1 = trA.getBasis().getColumn(2); + // get 2 orthos to hinge axis (X, Y) + btVector3 p = trA.getBasis().getColumn(0); + btVector3 q = trA.getBasis().getColumn(1); + // set the two hinge angular rows + int s3 = 3 * info->rowskip; + int s4 = 4 * info->rowskip; + + info->m_J1angularAxis[s3 + 0] = p[0]; + info->m_J1angularAxis[s3 + 1] = p[1]; + info->m_J1angularAxis[s3 + 2] = p[2]; + info->m_J1angularAxis[s4 + 0] = q[0]; + info->m_J1angularAxis[s4 + 1] = q[1]; + info->m_J1angularAxis[s4 + 2] = q[2]; + + info->m_J2angularAxis[s3 + 0] = -p[0]; + info->m_J2angularAxis[s3 + 1] = -p[1]; + info->m_J2angularAxis[s3 + 2] = -p[2]; + info->m_J2angularAxis[s4 + 0] = -q[0]; + info->m_J2angularAxis[s4 + 1] = -q[1]; + info->m_J2angularAxis[s4 + 2] = -q[2]; + // compute the right hand side of the constraint equation. set relative + // body velocities along p and q to bring the hinge back into alignment. + // if ax1,ax2 are the unit length hinge axes as computed from body1 and + // body2, we need to rotate both bodies along the axis u = (ax1 x ax2). + // if `theta' is the angle between ax1 and ax2, we need an angular velocity + // along u to cover angle erp*theta in one step : + // |angular_velocity| = angle/time = erp*theta / stepsize + // = (erp*fps) * theta + // angular_velocity = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2| + // = (erp*fps) * theta * (ax1 x ax2) / sin(theta) + // ...as ax1 and ax2 are unit length. if theta is smallish, + // theta ~= sin(theta), so + // angular_velocity = (erp*fps) * (ax1 x ax2) + // ax1 x ax2 is in the plane space of ax1, so we project the angular + // velocity to p and q to find the right hand side. + btVector3 ax2 = trB.getBasis().getColumn(2); + btVector3 u = ax1.cross(ax2); + info->m_constraintError[s3] = k * u.dot(p); + info->m_constraintError[s4] = k * u.dot(q); + // check angular limits + int nrow = 4; // last filled row + int srow; + btScalar limit_err = btScalar(0.0); + int limit = 0; + if(getSolveLimit()) + { + limit_err = m_correction * m_referenceSign; + limit = (limit_err > btScalar(0.0)) ? 1 : 2; + } + // if the hinge has joint limits or motor, add in the extra row + int powered = 0; + if(getEnableAngularMotor()) + { + powered = 1; + } + if(limit || powered) + { + nrow++; + srow = nrow * info->rowskip; + info->m_J1angularAxis[srow+0] = ax1[0]; + info->m_J1angularAxis[srow+1] = ax1[1]; + info->m_J1angularAxis[srow+2] = ax1[2]; + + info->m_J2angularAxis[srow+0] = -ax1[0]; + info->m_J2angularAxis[srow+1] = -ax1[1]; + info->m_J2angularAxis[srow+2] = -ax1[2]; + + btScalar lostop = getLowerLimit(); + btScalar histop = getUpperLimit(); + if(limit && (lostop == histop)) + { // the joint motor is ineffective + powered = 0; + } + info->m_constraintError[srow] = btScalar(0.0f); + btScalar currERP = (m_flags & BT_HINGE_FLAGS_ERP_STOP) ? m_stopERP : info->erp; + if(powered) + { + if(m_flags & BT_HINGE_FLAGS_CFM_NORM) + { + info->cfm[srow] = m_normalCFM; + } + btScalar mot_fact = getMotorFactor(m_hingeAngle, lostop, histop, m_motorTargetVelocity, info->fps * currERP); + info->m_constraintError[srow] += mot_fact * m_motorTargetVelocity * m_referenceSign; + info->m_lowerLimit[srow] = - m_maxMotorImpulse; + info->m_upperLimit[srow] = m_maxMotorImpulse; + } + if(limit) + { + k = info->fps * currERP; + info->m_constraintError[srow] += k * limit_err; + if(m_flags & BT_HINGE_FLAGS_CFM_STOP) + { + info->cfm[srow] = m_stopCFM; + } + if(lostop == histop) + { + // limited low and high simultaneously + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else if(limit == 1) + { // low limit + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else + { // high limit + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = 0; + } + // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that) + btScalar bounce = m_relaxationFactor; + if(bounce > btScalar(0.0)) + { + btScalar vel = angVelA.dot(ax1); + vel -= angVelB.dot(ax1); + // only apply bounce if the velocity is incoming, and if the + // resulting c[] exceeds what we already have. + if(limit == 1) + { // low limit + if(vel < 0) + { + btScalar newc = -bounce * vel; + if(newc > info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + else + { // high limit - all those computations are reversed + if(vel > 0) + { + btScalar newc = -bounce * vel; + if(newc < info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + } + info->m_constraintError[srow] *= m_biasFactor; + } // if(limit) + } // if angular limit or powered +} + + + + + + +void btHingeConstraint::updateRHS(btScalar timeStep) +{ + (void)timeStep; + +} + + +btScalar btHingeConstraint::getHingeAngle() +{ + return getHingeAngle(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); +} + +btScalar btHingeConstraint::getHingeAngle(const btTransform& transA,const btTransform& transB) +{ + const btVector3 refAxis0 = transA.getBasis() * m_rbAFrame.getBasis().getColumn(0); + const btVector3 refAxis1 = transA.getBasis() * m_rbAFrame.getBasis().getColumn(1); + const btVector3 swingAxis = transB.getBasis() * m_rbBFrame.getBasis().getColumn(1); +// btScalar angle = btAtan2Fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); + btScalar angle = btAtan2(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); + return m_referenceSign * angle; +} + + +#if 0 +void btHingeConstraint::testLimit() +{ + // Compute limit information + m_hingeAngle = getHingeAngle(); + m_correction = btScalar(0.); + m_limitSign = btScalar(0.); + m_solveLimit = false; + if (m_lowerLimit <= m_upperLimit) + { + if (m_hingeAngle <= m_lowerLimit) + { + m_correction = (m_lowerLimit - m_hingeAngle); + m_limitSign = 1.0f; + m_solveLimit = true; + } + else if (m_hingeAngle >= m_upperLimit) + { + m_correction = m_upperLimit - m_hingeAngle; + m_limitSign = -1.0f; + m_solveLimit = true; + } + } + return; +} +#else + + +void btHingeConstraint::testLimit(const btTransform& transA,const btTransform& transB) +{ + // Compute limit information + m_hingeAngle = getHingeAngle(transA,transB); + m_correction = btScalar(0.); + m_limitSign = btScalar(0.); + m_solveLimit = false; + if (m_lowerLimit <= m_upperLimit) + { + m_hingeAngle = btAdjustAngleToLimits(m_hingeAngle, m_lowerLimit, m_upperLimit); + if (m_hingeAngle <= m_lowerLimit) + { + m_correction = (m_lowerLimit - m_hingeAngle); + m_limitSign = 1.0f; + m_solveLimit = true; + } + else if (m_hingeAngle >= m_upperLimit) + { + m_correction = m_upperLimit - m_hingeAngle; + m_limitSign = -1.0f; + m_solveLimit = true; + } + } + return; +} +#endif + +static btVector3 vHinge(0, 0, btScalar(1)); + +void btHingeConstraint::setMotorTarget(const btQuaternion& qAinB, btScalar dt) +{ + // convert target from body to constraint space + btQuaternion qConstraint = m_rbBFrame.getRotation().inverse() * qAinB * m_rbAFrame.getRotation(); + qConstraint.normalize(); + + // extract "pure" hinge component + btVector3 vNoHinge = quatRotate(qConstraint, vHinge); vNoHinge.normalize(); + btQuaternion qNoHinge = shortestArcQuat(vHinge, vNoHinge); + btQuaternion qHinge = qNoHinge.inverse() * qConstraint; + qHinge.normalize(); + + // compute angular target, clamped to limits + btScalar targetAngle = qHinge.getAngle(); + if (targetAngle > SIMD_PI) // long way around. flip quat and recalculate. + { + qHinge = operator-(qHinge); + targetAngle = qHinge.getAngle(); + } + if (qHinge.getZ() < 0) + targetAngle = -targetAngle; + + setMotorTarget(targetAngle, dt); +} + +void btHingeConstraint::setMotorTarget(btScalar targetAngle, btScalar dt) +{ + if (m_lowerLimit < m_upperLimit) + { + if (targetAngle < m_lowerLimit) + targetAngle = m_lowerLimit; + else if (targetAngle > m_upperLimit) + targetAngle = m_upperLimit; + } + + // compute angular velocity + btScalar curAngle = getHingeAngle(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); + btScalar dAngle = targetAngle - curAngle; + m_motorTargetVelocity = dAngle / dt; +} + + + +void btHingeConstraint::getInfo2InternalUsingFrameOffset(btConstraintInfo2* info, const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB) +{ + btAssert(!m_useSolveConstraintObsolete); + int i, s = info->rowskip; + // transforms in world space + btTransform trA = transA*m_rbAFrame; + btTransform trB = transB*m_rbBFrame; + // pivot point + btVector3 pivotAInW = trA.getOrigin(); + btVector3 pivotBInW = trB.getOrigin(); +#if 1 + // difference between frames in WCS + btVector3 ofs = trB.getOrigin() - trA.getOrigin(); + // now get weight factors depending on masses + btScalar miA = getRigidBodyA().getInvMass(); + btScalar miB = getRigidBodyB().getInvMass(); + bool hasStaticBody = (miA < SIMD_EPSILON) || (miB < SIMD_EPSILON); + btScalar miS = miA + miB; + btScalar factA, factB; + if(miS > btScalar(0.f)) + { + factA = miB / miS; + } + else + { + factA = btScalar(0.5f); + } + factB = btScalar(1.0f) - factA; + // get the desired direction of hinge axis + // as weighted sum of Z-orthos of frameA and frameB in WCS + btVector3 ax1A = trA.getBasis().getColumn(2); + btVector3 ax1B = trB.getBasis().getColumn(2); + btVector3 ax1 = ax1A * factA + ax1B * factB; + ax1.normalize(); + // fill first 3 rows + // we want: velA + wA x relA == velB + wB x relB + btTransform bodyA_trans = transA; + btTransform bodyB_trans = transB; + int s0 = 0; + int s1 = s; + int s2 = s * 2; + int nrow = 2; // last filled row + btVector3 tmpA, tmpB, relA, relB, p, q; + // get vector from bodyB to frameB in WCS + relB = trB.getOrigin() - bodyB_trans.getOrigin(); + // get its projection to hinge axis + btVector3 projB = ax1 * relB.dot(ax1); + // get vector directed from bodyB to hinge axis (and orthogonal to it) + btVector3 orthoB = relB - projB; + // same for bodyA + relA = trA.getOrigin() - bodyA_trans.getOrigin(); + btVector3 projA = ax1 * relA.dot(ax1); + btVector3 orthoA = relA - projA; + btVector3 totalDist = projA - projB; + // get offset vectors relA and relB + relA = orthoA + totalDist * factA; + relB = orthoB - totalDist * factB; + // now choose average ortho to hinge axis + p = orthoB * factA + orthoA * factB; + btScalar len2 = p.length2(); + if(len2 > SIMD_EPSILON) + { + p /= btSqrt(len2); + } + else + { + p = trA.getBasis().getColumn(1); + } + // make one more ortho + q = ax1.cross(p); + // fill three rows + tmpA = relA.cross(p); + tmpB = relB.cross(p); + for (i=0; i<3; i++) info->m_J1angularAxis[s0+i] = tmpA[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s0+i] = -tmpB[i]; + tmpA = relA.cross(q); + tmpB = relB.cross(q); + if(hasStaticBody && getSolveLimit()) + { // to make constraint between static and dynamic objects more rigid + // remove wA (or wB) from equation if angular limit is hit + tmpB *= factB; + tmpA *= factA; + } + for (i=0; i<3; i++) info->m_J1angularAxis[s1+i] = tmpA[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s1+i] = -tmpB[i]; + tmpA = relA.cross(ax1); + tmpB = relB.cross(ax1); + if(hasStaticBody) + { // to make constraint between static and dynamic objects more rigid + // remove wA (or wB) from equation + tmpB *= factB; + tmpA *= factA; + } + for (i=0; i<3; i++) info->m_J1angularAxis[s2+i] = tmpA[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s2+i] = -tmpB[i]; + + for (i=0; i<3; i++) info->m_J1linearAxis[s0+i] = p[i]; + for (i=0; i<3; i++) info->m_J1linearAxis[s1+i] = q[i]; + for (i=0; i<3; i++) info->m_J1linearAxis[s2+i] = ax1[i]; + // compute three elements of right hand side + btScalar k = info->fps * info->erp; + btScalar rhs = k * p.dot(ofs); + info->m_constraintError[s0] = rhs; + rhs = k * q.dot(ofs); + info->m_constraintError[s1] = rhs; + rhs = k * ax1.dot(ofs); + info->m_constraintError[s2] = rhs; + // the hinge axis should be the only unconstrained + // rotational axis, the angular velocity of the two bodies perpendicular to + // the hinge axis should be equal. thus the constraint equations are + // p*w1 - p*w2 = 0 + // q*w1 - q*w2 = 0 + // where p and q are unit vectors normal to the hinge axis, and w1 and w2 + // are the angular velocity vectors of the two bodies. + int s3 = 3 * s; + int s4 = 4 * s; + info->m_J1angularAxis[s3 + 0] = p[0]; + info->m_J1angularAxis[s3 + 1] = p[1]; + info->m_J1angularAxis[s3 + 2] = p[2]; + info->m_J1angularAxis[s4 + 0] = q[0]; + info->m_J1angularAxis[s4 + 1] = q[1]; + info->m_J1angularAxis[s4 + 2] = q[2]; + + info->m_J2angularAxis[s3 + 0] = -p[0]; + info->m_J2angularAxis[s3 + 1] = -p[1]; + info->m_J2angularAxis[s3 + 2] = -p[2]; + info->m_J2angularAxis[s4 + 0] = -q[0]; + info->m_J2angularAxis[s4 + 1] = -q[1]; + info->m_J2angularAxis[s4 + 2] = -q[2]; + // compute the right hand side of the constraint equation. set relative + // body velocities along p and q to bring the hinge back into alignment. + // if ax1A,ax1B are the unit length hinge axes as computed from bodyA and + // bodyB, we need to rotate both bodies along the axis u = (ax1 x ax2). + // if "theta" is the angle between ax1 and ax2, we need an angular velocity + // along u to cover angle erp*theta in one step : + // |angular_velocity| = angle/time = erp*theta / stepsize + // = (erp*fps) * theta + // angular_velocity = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2| + // = (erp*fps) * theta * (ax1 x ax2) / sin(theta) + // ...as ax1 and ax2 are unit length. if theta is smallish, + // theta ~= sin(theta), so + // angular_velocity = (erp*fps) * (ax1 x ax2) + // ax1 x ax2 is in the plane space of ax1, so we project the angular + // velocity to p and q to find the right hand side. + k = info->fps * info->erp; + btVector3 u = ax1A.cross(ax1B); + info->m_constraintError[s3] = k * u.dot(p); + info->m_constraintError[s4] = k * u.dot(q); +#endif + // check angular limits + nrow = 4; // last filled row + int srow; + btScalar limit_err = btScalar(0.0); + int limit = 0; + if(getSolveLimit()) + { + limit_err = m_correction * m_referenceSign; + limit = (limit_err > btScalar(0.0)) ? 1 : 2; + } + // if the hinge has joint limits or motor, add in the extra row + int powered = 0; + if(getEnableAngularMotor()) + { + powered = 1; + } + if(limit || powered) + { + nrow++; + srow = nrow * info->rowskip; + info->m_J1angularAxis[srow+0] = ax1[0]; + info->m_J1angularAxis[srow+1] = ax1[1]; + info->m_J1angularAxis[srow+2] = ax1[2]; + + info->m_J2angularAxis[srow+0] = -ax1[0]; + info->m_J2angularAxis[srow+1] = -ax1[1]; + info->m_J2angularAxis[srow+2] = -ax1[2]; + + btScalar lostop = getLowerLimit(); + btScalar histop = getUpperLimit(); + if(limit && (lostop == histop)) + { // the joint motor is ineffective + powered = 0; + } + info->m_constraintError[srow] = btScalar(0.0f); + btScalar currERP = (m_flags & BT_HINGE_FLAGS_ERP_STOP) ? m_stopERP : info->erp; + if(powered) + { + if(m_flags & BT_HINGE_FLAGS_CFM_NORM) + { + info->cfm[srow] = m_normalCFM; + } + btScalar mot_fact = getMotorFactor(m_hingeAngle, lostop, histop, m_motorTargetVelocity, info->fps * currERP); + info->m_constraintError[srow] += mot_fact * m_motorTargetVelocity * m_referenceSign; + info->m_lowerLimit[srow] = - m_maxMotorImpulse; + info->m_upperLimit[srow] = m_maxMotorImpulse; + } + if(limit) + { + k = info->fps * currERP; + info->m_constraintError[srow] += k * limit_err; + if(m_flags & BT_HINGE_FLAGS_CFM_STOP) + { + info->cfm[srow] = m_stopCFM; + } + if(lostop == histop) + { + // limited low and high simultaneously + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else if(limit == 1) + { // low limit + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else + { // high limit + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = 0; + } + // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that) + btScalar bounce = m_relaxationFactor; + if(bounce > btScalar(0.0)) + { + btScalar vel = angVelA.dot(ax1); + vel -= angVelB.dot(ax1); + // only apply bounce if the velocity is incoming, and if the + // resulting c[] exceeds what we already have. + if(limit == 1) + { // low limit + if(vel < 0) + { + btScalar newc = -bounce * vel; + if(newc > info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + else + { // high limit - all those computations are reversed + if(vel > 0) + { + btScalar newc = -bounce * vel; + if(newc < info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + } + info->m_constraintError[srow] *= m_biasFactor; + } // if(limit) + } // if angular limit or powered +} + + +///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). +///If no axis is provided, it uses the default axis for this constraint. +void btHingeConstraint::setParam(int num, btScalar value, int axis) +{ + if((axis == -1) || (axis == 5)) + { + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + m_stopERP = value; + m_flags |= BT_HINGE_FLAGS_ERP_STOP; + break; + case BT_CONSTRAINT_STOP_CFM : + m_stopCFM = value; + m_flags |= BT_HINGE_FLAGS_CFM_STOP; + break; + case BT_CONSTRAINT_CFM : + m_normalCFM = value; + m_flags |= BT_HINGE_FLAGS_CFM_NORM; + break; + default : + btAssertConstrParams(0); + } + } + else + { + btAssertConstrParams(0); + } +} + +///return the local value of parameter +btScalar btHingeConstraint::getParam(int num, int axis) const +{ + btScalar retVal = 0; + if((axis == -1) || (axis == 5)) + { + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + btAssertConstrParams(m_flags & BT_HINGE_FLAGS_ERP_STOP); + retVal = m_stopERP; + break; + case BT_CONSTRAINT_STOP_CFM : + btAssertConstrParams(m_flags & BT_HINGE_FLAGS_CFM_STOP); + retVal = m_stopCFM; + break; + case BT_CONSTRAINT_CFM : + btAssertConstrParams(m_flags & BT_HINGE_FLAGS_CFM_NORM); + retVal = m_normalCFM; + break; + default : + btAssertConstrParams(0); + } + } + else + { + btAssertConstrParams(0); + } + return retVal; +} + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btHingeConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btHingeConstraint.h new file mode 100644 index 00000000000..a65f3638ed5 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btHingeConstraint.h @@ -0,0 +1,332 @@ +/* +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. +*/ + +/* Hinge Constraint by Dirk Gregorius. Limits added by Marcus Hennix at Starbreeze Studios */ + +#ifndef HINGECONSTRAINT_H +#define HINGECONSTRAINT_H + +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btTypedConstraint.h" + +class btRigidBody; + +#ifdef BT_USE_DOUBLE_PRECISION +#define btHingeConstraintData btHingeConstraintDoubleData +#define btHingeConstraintDataName "btHingeConstraintDoubleData" +#else +#define btHingeConstraintData btHingeConstraintFloatData +#define btHingeConstraintDataName "btHingeConstraintFloatData" +#endif //BT_USE_DOUBLE_PRECISION + + +enum btHingeFlags +{ + BT_HINGE_FLAGS_CFM_STOP = 1, + BT_HINGE_FLAGS_ERP_STOP = 2, + BT_HINGE_FLAGS_CFM_NORM = 4 +}; + + +/// hinge constraint between two rigidbodies each with a pivotpoint that descibes the axis location in local space +/// axis defines the orientation of the hinge axis +ATTRIBUTE_ALIGNED16(class) btHingeConstraint : public btTypedConstraint +{ +#ifdef IN_PARALLELL_SOLVER +public: +#endif + btJacobianEntry m_jac[3]; //3 orthogonal linear constraints + btJacobianEntry m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor + + btTransform m_rbAFrame; // constraint axii. Assumes z is hinge axis. + btTransform m_rbBFrame; + + btScalar m_motorTargetVelocity; + btScalar m_maxMotorImpulse; + + btScalar m_limitSoftness; + btScalar m_biasFactor; + btScalar m_relaxationFactor; + + btScalar m_lowerLimit; + btScalar m_upperLimit; + + btScalar m_kHinge; + + btScalar m_limitSign; + btScalar m_correction; + + btScalar m_accLimitImpulse; + btScalar m_hingeAngle; + btScalar m_referenceSign; + + bool m_angularOnly; + bool m_enableAngularMotor; + bool m_solveLimit; + bool m_useSolveConstraintObsolete; + bool m_useOffsetForConstraintFrame; + bool m_useReferenceFrameA; + + btScalar m_accMotorImpulse; + + int m_flags; + btScalar m_normalCFM; + btScalar m_stopCFM; + btScalar m_stopERP; + + +public: + + btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB, btVector3& axisInA,btVector3& axisInB, bool useReferenceFrameA = false); + + btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA, bool useReferenceFrameA = false); + + btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btTransform& rbAFrame, const btTransform& rbBFrame, bool useReferenceFrameA = false); + + btHingeConstraint(btRigidBody& rbA,const btTransform& rbAFrame, bool useReferenceFrameA = false); + + + virtual void buildJacobian(); + + virtual void getInfo1 (btConstraintInfo1* info); + + void getInfo1NonVirtual(btConstraintInfo1* info); + + virtual void getInfo2 (btConstraintInfo2* info); + + void getInfo2NonVirtual(btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB); + + void getInfo2Internal(btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB); + void getInfo2InternalUsingFrameOffset(btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB); + + + void updateRHS(btScalar timeStep); + + const btRigidBody& getRigidBodyA() const + { + return m_rbA; + } + const btRigidBody& getRigidBodyB() const + { + return m_rbB; + } + + btRigidBody& getRigidBodyA() + { + return m_rbA; + } + + btRigidBody& getRigidBodyB() + { + return m_rbB; + } + + void setAngularOnly(bool angularOnly) + { + m_angularOnly = angularOnly; + } + + void enableAngularMotor(bool enableMotor,btScalar targetVelocity,btScalar maxMotorImpulse) + { + m_enableAngularMotor = enableMotor; + m_motorTargetVelocity = targetVelocity; + m_maxMotorImpulse = maxMotorImpulse; + } + + // extra motor API, including ability to set a target rotation (as opposed to angular velocity) + // note: setMotorTarget sets angular velocity under the hood, so you must call it every tick to + // maintain a given angular target. + void enableMotor(bool enableMotor) { m_enableAngularMotor = enableMotor; } + void setMaxMotorImpulse(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; } + void setMotorTarget(const btQuaternion& qAinB, btScalar dt); // qAinB is rotation of body A wrt body B. + void setMotorTarget(btScalar targetAngle, btScalar dt); + + + void setLimit(btScalar low,btScalar high,btScalar _softness = 0.9f, btScalar _biasFactor = 0.3f, btScalar _relaxationFactor = 1.0f) + { + m_lowerLimit = btNormalizeAngle(low); + m_upperLimit = btNormalizeAngle(high); + + m_limitSoftness = _softness; + m_biasFactor = _biasFactor; + m_relaxationFactor = _relaxationFactor; + + } + + void setAxis(btVector3& axisInA) + { + btVector3 rbAxisA1, rbAxisA2; + btPlaneSpace1(axisInA, rbAxisA1, rbAxisA2); + btVector3 pivotInA = m_rbAFrame.getOrigin(); +// m_rbAFrame.getOrigin() = pivotInA; + m_rbAFrame.getBasis().setValue( rbAxisA1.getX(),rbAxisA2.getX(),axisInA.getX(), + rbAxisA1.getY(),rbAxisA2.getY(),axisInA.getY(), + rbAxisA1.getZ(),rbAxisA2.getZ(),axisInA.getZ() ); + + btVector3 axisInB = m_rbA.getCenterOfMassTransform().getBasis() * axisInA; + + btQuaternion rotationArc = shortestArcQuat(axisInA,axisInB); + btVector3 rbAxisB1 = quatRotate(rotationArc,rbAxisA1); + btVector3 rbAxisB2 = axisInB.cross(rbAxisB1); + + + m_rbBFrame.getOrigin() = m_rbA.getCenterOfMassTransform()(pivotInA); + m_rbBFrame.getBasis().setValue( rbAxisB1.getX(),rbAxisB2.getX(),axisInB.getX(), + rbAxisB1.getY(),rbAxisB2.getY(),axisInB.getY(), + rbAxisB1.getZ(),rbAxisB2.getZ(),axisInB.getZ() ); + } + + btScalar getLowerLimit() const + { + return m_lowerLimit; + } + + btScalar getUpperLimit() const + { + return m_upperLimit; + } + + + btScalar getHingeAngle(); + + btScalar getHingeAngle(const btTransform& transA,const btTransform& transB); + + void testLimit(const btTransform& transA,const btTransform& transB); + + + const btTransform& getAFrame() const { return m_rbAFrame; }; + const btTransform& getBFrame() const { return m_rbBFrame; }; + + btTransform& getAFrame() { return m_rbAFrame; }; + btTransform& getBFrame() { return m_rbBFrame; }; + + inline int getSolveLimit() + { + return m_solveLimit; + } + + inline btScalar getLimitSign() + { + return m_limitSign; + } + + inline bool getAngularOnly() + { + return m_angularOnly; + } + inline bool getEnableAngularMotor() + { + return m_enableAngularMotor; + } + inline btScalar getMotorTargetVelosity() + { + return m_motorTargetVelocity; + } + inline btScalar getMaxMotorImpulse() + { + return m_maxMotorImpulse; + } + // access for UseFrameOffset + bool getUseFrameOffset() { return m_useOffsetForConstraintFrame; } + void setUseFrameOffset(bool frameOffsetOnOff) { m_useOffsetForConstraintFrame = frameOffsetOnOff; } + + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. + virtual void setParam(int num, btScalar value, int axis = -1); + ///return the local value of parameter + virtual btScalar getParam(int num, int axis = -1) const; + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; + + +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btHingeConstraintDoubleData +{ + btTypedConstraintData m_typeConstraintData; + btTransformDoubleData m_rbAFrame; // constraint axii. Assumes z is hinge axis. + btTransformDoubleData m_rbBFrame; + int m_useReferenceFrameA; + int m_angularOnly; + int m_enableAngularMotor; + float m_motorTargetVelocity; + float m_maxMotorImpulse; + + float m_lowerLimit; + float m_upperLimit; + float m_limitSoftness; + float m_biasFactor; + float m_relaxationFactor; + +}; +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btHingeConstraintFloatData +{ + btTypedConstraintData m_typeConstraintData; + btTransformFloatData m_rbAFrame; // constraint axii. Assumes z is hinge axis. + btTransformFloatData m_rbBFrame; + int m_useReferenceFrameA; + int m_angularOnly; + + int m_enableAngularMotor; + float m_motorTargetVelocity; + float m_maxMotorImpulse; + + float m_lowerLimit; + float m_upperLimit; + float m_limitSoftness; + float m_biasFactor; + float m_relaxationFactor; + +}; + + + +SIMD_FORCE_INLINE int btHingeConstraint::calculateSerializeBufferSize() const +{ + return sizeof(btHingeConstraintData); +} + + ///fills the dataBuffer and returns the struct name (and 0 on failure) +SIMD_FORCE_INLINE const char* btHingeConstraint::serialize(void* dataBuffer, btSerializer* serializer) const +{ + btHingeConstraintData* hingeData = (btHingeConstraintData*)dataBuffer; + btTypedConstraint::serialize(&hingeData->m_typeConstraintData,serializer); + + m_rbAFrame.serialize(hingeData->m_rbAFrame); + m_rbBFrame.serialize(hingeData->m_rbBFrame); + + hingeData->m_angularOnly = m_angularOnly; + hingeData->m_enableAngularMotor = m_enableAngularMotor; + hingeData->m_maxMotorImpulse = float(m_maxMotorImpulse); + hingeData->m_motorTargetVelocity = float(m_motorTargetVelocity); + hingeData->m_useReferenceFrameA = m_useReferenceFrameA; + + hingeData->m_lowerLimit = float(m_lowerLimit); + hingeData->m_upperLimit = float(m_upperLimit); + hingeData->m_limitSoftness = float(m_limitSoftness); + hingeData->m_biasFactor = float(m_biasFactor); + hingeData->m_relaxationFactor = float(m_relaxationFactor); + + return btHingeConstraintDataName; +} + +#endif //HINGECONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btJacobianEntry.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btJacobianEntry.h new file mode 100644 index 00000000000..22a8af66b8e --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btJacobianEntry.h @@ -0,0 +1,156 @@ +/* +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 JACOBIAN_ENTRY_H +#define JACOBIAN_ENTRY_H + +#include "LinearMath/btVector3.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" + + +//notes: +// Another memory optimization would be to store m_1MinvJt in the remaining 3 w components +// which makes the btJacobianEntry memory layout 16 bytes +// if you only are interested in angular part, just feed massInvA and massInvB zero + +/// Jacobian entry is an abstraction that allows to describe constraints +/// it can be used in combination with a constraint solver +/// Can be used to relate the effect of an impulse to the constraint error +ATTRIBUTE_ALIGNED16(class) btJacobianEntry +{ +public: + btJacobianEntry() {}; + //constraint between two different rigidbodies + btJacobianEntry( + const btMatrix3x3& world2A, + const btMatrix3x3& world2B, + const btVector3& rel_pos1,const btVector3& rel_pos2, + const btVector3& jointAxis, + const btVector3& inertiaInvA, + const btScalar massInvA, + const btVector3& inertiaInvB, + const btScalar massInvB) + :m_linearJointAxis(jointAxis) + { + m_aJ = world2A*(rel_pos1.cross(m_linearJointAxis)); + m_bJ = world2B*(rel_pos2.cross(-m_linearJointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); + + btAssert(m_Adiag > btScalar(0.0)); + } + + //angular constraint between two different rigidbodies + btJacobianEntry(const btVector3& jointAxis, + const btMatrix3x3& world2A, + const btMatrix3x3& world2B, + const btVector3& inertiaInvA, + const btVector3& inertiaInvB) + :m_linearJointAxis(btVector3(btScalar(0.),btScalar(0.),btScalar(0.))) + { + m_aJ= world2A*jointAxis; + m_bJ = world2B*-jointAxis; + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); + + btAssert(m_Adiag > btScalar(0.0)); + } + + //angular constraint between two different rigidbodies + btJacobianEntry(const btVector3& axisInA, + const btVector3& axisInB, + const btVector3& inertiaInvA, + const btVector3& inertiaInvB) + : m_linearJointAxis(btVector3(btScalar(0.),btScalar(0.),btScalar(0.))) + , m_aJ(axisInA) + , m_bJ(-axisInB) + { + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ); + + btAssert(m_Adiag > btScalar(0.0)); + } + + //constraint on one rigidbody + btJacobianEntry( + const btMatrix3x3& world2A, + const btVector3& rel_pos1,const btVector3& rel_pos2, + const btVector3& jointAxis, + const btVector3& inertiaInvA, + const btScalar massInvA) + :m_linearJointAxis(jointAxis) + { + m_aJ= world2A*(rel_pos1.cross(jointAxis)); + m_bJ = world2A*(rel_pos2.cross(-jointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = btVector3(btScalar(0.),btScalar(0.),btScalar(0.)); + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ); + + btAssert(m_Adiag > btScalar(0.0)); + } + + btScalar getDiagonal() const { return m_Adiag; } + + // for two constraints on the same rigidbody (for example vehicle friction) + btScalar getNonDiagonal(const btJacobianEntry& jacB, const btScalar massInvA) const + { + const btJacobianEntry& jacA = *this; + btScalar lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis); + btScalar ang = jacA.m_0MinvJt.dot(jacB.m_aJ); + return lin + ang; + } + + + + // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies) + btScalar getNonDiagonal(const btJacobianEntry& jacB,const btScalar massInvA,const btScalar massInvB) const + { + const btJacobianEntry& jacA = *this; + btVector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis; + btVector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ; + btVector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ; + btVector3 lin0 = massInvA * lin ; + btVector3 lin1 = massInvB * lin; + btVector3 sum = ang0+ang1+lin0+lin1; + return sum[0]+sum[1]+sum[2]; + } + + btScalar getRelativeVelocity(const btVector3& linvelA,const btVector3& angvelA,const btVector3& linvelB,const btVector3& angvelB) + { + btVector3 linrel = linvelA - linvelB; + btVector3 angvela = angvelA * m_aJ; + btVector3 angvelb = angvelB * m_bJ; + linrel *= m_linearJointAxis; + angvela += angvelb; + angvela += linrel; + btScalar rel_vel2 = angvela[0]+angvela[1]+angvela[2]; + return rel_vel2 + SIMD_EPSILON; + } +//private: + + btVector3 m_linearJointAxis; + btVector3 m_aJ; + btVector3 m_bJ; + btVector3 m_0MinvJt; + btVector3 m_1MinvJt; + //Optimization: can be stored in the w/last component of one of the vectors + btScalar m_Adiag; + +}; + +#endif //JACOBIAN_ENTRY_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp new file mode 100644 index 00000000000..50ad71ab505 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp @@ -0,0 +1,229 @@ +/* +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. +*/ + + +#include "btPoint2PointConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include <new> + + + + + +btPoint2PointConstraint::btPoint2PointConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB) +:btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE,rbA,rbB),m_pivotInA(pivotInA),m_pivotInB(pivotInB), +m_flags(0), +m_useSolveConstraintObsolete(false) +{ + +} + + +btPoint2PointConstraint::btPoint2PointConstraint(btRigidBody& rbA,const btVector3& pivotInA) +:btTypedConstraint(POINT2POINT_CONSTRAINT_TYPE,rbA),m_pivotInA(pivotInA),m_pivotInB(rbA.getCenterOfMassTransform()(pivotInA)), +m_flags(0), +m_useSolveConstraintObsolete(false) +{ + +} + +void btPoint2PointConstraint::buildJacobian() +{ + + ///we need it for both methods + { + m_appliedImpulse = btScalar(0.); + + btVector3 normal(0,0,0); + + for (int i=0;i<3;i++) + { + normal[i] = 1; + new (&m_jac[i]) btJacobianEntry( + m_rbA.getCenterOfMassTransform().getBasis().transpose(), + m_rbB.getCenterOfMassTransform().getBasis().transpose(), + m_rbA.getCenterOfMassTransform()*m_pivotInA - m_rbA.getCenterOfMassPosition(), + m_rbB.getCenterOfMassTransform()*m_pivotInB - m_rbB.getCenterOfMassPosition(), + normal, + m_rbA.getInvInertiaDiagLocal(), + m_rbA.getInvMass(), + m_rbB.getInvInertiaDiagLocal(), + m_rbB.getInvMass()); + normal[i] = 0; + } + } + + +} + +void btPoint2PointConstraint::getInfo1 (btConstraintInfo1* info) +{ + getInfo1NonVirtual(info); +} + +void btPoint2PointConstraint::getInfo1NonVirtual (btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } else + { + info->m_numConstraintRows = 3; + info->nub = 3; + } +} + + + + +void btPoint2PointConstraint::getInfo2 (btConstraintInfo2* info) +{ + getInfo2NonVirtual(info, m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); +} + +void btPoint2PointConstraint::getInfo2NonVirtual (btConstraintInfo2* info, const btTransform& body0_trans, const btTransform& body1_trans) +{ + btAssert(!m_useSolveConstraintObsolete); + + //retrieve matrices + + // anchor points in global coordinates with respect to body PORs. + + // set jacobian + info->m_J1linearAxis[0] = 1; + info->m_J1linearAxis[info->rowskip+1] = 1; + info->m_J1linearAxis[2*info->rowskip+2] = 1; + + btVector3 a1 = body0_trans.getBasis()*getPivotInA(); + { + btVector3* angular0 = (btVector3*)(info->m_J1angularAxis); + btVector3* angular1 = (btVector3*)(info->m_J1angularAxis+info->rowskip); + btVector3* angular2 = (btVector3*)(info->m_J1angularAxis+2*info->rowskip); + btVector3 a1neg = -a1; + a1neg.getSkewSymmetricMatrix(angular0,angular1,angular2); + } + + /*info->m_J2linearAxis[0] = -1; + info->m_J2linearAxis[s+1] = -1; + info->m_J2linearAxis[2*s+2] = -1; + */ + + btVector3 a2 = body1_trans.getBasis()*getPivotInB(); + + { + btVector3 a2n = -a2; + btVector3* angular0 = (btVector3*)(info->m_J2angularAxis); + btVector3* angular1 = (btVector3*)(info->m_J2angularAxis+info->rowskip); + btVector3* angular2 = (btVector3*)(info->m_J2angularAxis+2*info->rowskip); + a2.getSkewSymmetricMatrix(angular0,angular1,angular2); + } + + + + // set right hand side + btScalar currERP = (m_flags & BT_P2P_FLAGS_ERP) ? m_erp : info->erp; + btScalar k = info->fps * currERP; + int j; + for (j=0; j<3; j++) + { + info->m_constraintError[j*info->rowskip] = k * (a2[j] + body1_trans.getOrigin()[j] - a1[j] - body0_trans.getOrigin()[j]); + //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]); + } + if(m_flags & BT_P2P_FLAGS_CFM) + { + for (j=0; j<3; j++) + { + info->cfm[j*info->rowskip] = m_cfm; + } + } + + btScalar impulseClamp = m_setting.m_impulseClamp;// + for (j=0; j<3; j++) + { + if (m_setting.m_impulseClamp > 0) + { + info->m_lowerLimit[j*info->rowskip] = -impulseClamp; + info->m_upperLimit[j*info->rowskip] = impulseClamp; + } + } + +} + + + +void btPoint2PointConstraint::updateRHS(btScalar timeStep) +{ + (void)timeStep; + +} + +///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). +///If no axis is provided, it uses the default axis for this constraint. +void btPoint2PointConstraint::setParam(int num, btScalar value, int axis) +{ + if(axis != -1) + { + btAssertConstrParams(0); + } + else + { + switch(num) + { + case BT_CONSTRAINT_ERP : + case BT_CONSTRAINT_STOP_ERP : + m_erp = value; + m_flags |= BT_P2P_FLAGS_ERP; + break; + case BT_CONSTRAINT_CFM : + case BT_CONSTRAINT_STOP_CFM : + m_cfm = value; + m_flags |= BT_P2P_FLAGS_CFM; + break; + default: + btAssertConstrParams(0); + } + } +} + +///return the local value of parameter +btScalar btPoint2PointConstraint::getParam(int num, int axis) const +{ + btScalar retVal(SIMD_INFINITY); + if(axis != -1) + { + btAssertConstrParams(0); + } + else + { + switch(num) + { + case BT_CONSTRAINT_ERP : + case BT_CONSTRAINT_STOP_ERP : + btAssertConstrParams(m_flags & BT_P2P_FLAGS_ERP); + retVal = m_erp; + break; + case BT_CONSTRAINT_CFM : + case BT_CONSTRAINT_STOP_CFM : + btAssertConstrParams(m_flags & BT_P2P_FLAGS_CFM); + retVal = m_cfm; + break; + default: + btAssertConstrParams(0); + } + } + return retVal; +} + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h new file mode 100644 index 00000000000..b589ee68254 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h @@ -0,0 +1,161 @@ +/* +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 POINT2POINTCONSTRAINT_H +#define POINT2POINTCONSTRAINT_H + +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btTypedConstraint.h" + +class btRigidBody; + + +#ifdef BT_USE_DOUBLE_PRECISION +#define btPoint2PointConstraintData btPoint2PointConstraintDoubleData +#define btPoint2PointConstraintDataName "btPoint2PointConstraintDoubleData" +#else +#define btPoint2PointConstraintData btPoint2PointConstraintFloatData +#define btPoint2PointConstraintDataName "btPoint2PointConstraintFloatData" +#endif //BT_USE_DOUBLE_PRECISION + +struct btConstraintSetting +{ + btConstraintSetting() : + m_tau(btScalar(0.3)), + m_damping(btScalar(1.)), + m_impulseClamp(btScalar(0.)) + { + } + btScalar m_tau; + btScalar m_damping; + btScalar m_impulseClamp; +}; + +enum btPoint2PointFlags +{ + BT_P2P_FLAGS_ERP = 1, + BT_P2P_FLAGS_CFM = 2 +}; + +/// point to point constraint between two rigidbodies each with a pivotpoint that descibes the 'ballsocket' location in local space +ATTRIBUTE_ALIGNED16(class) btPoint2PointConstraint : public btTypedConstraint +{ +#ifdef IN_PARALLELL_SOLVER +public: +#endif + btJacobianEntry m_jac[3]; //3 orthogonal linear constraints + + btVector3 m_pivotInA; + btVector3 m_pivotInB; + + int m_flags; + btScalar m_erp; + btScalar m_cfm; + +public: + + ///for backwards compatibility during the transition to 'getInfo/getInfo2' + bool m_useSolveConstraintObsolete; + + btConstraintSetting m_setting; + + btPoint2PointConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB); + + btPoint2PointConstraint(btRigidBody& rbA,const btVector3& pivotInA); + + + virtual void buildJacobian(); + + virtual void getInfo1 (btConstraintInfo1* info); + + void getInfo1NonVirtual (btConstraintInfo1* info); + + virtual void getInfo2 (btConstraintInfo2* info); + + void getInfo2NonVirtual (btConstraintInfo2* info, const btTransform& body0_trans, const btTransform& body1_trans); + + void updateRHS(btScalar timeStep); + + void setPivotA(const btVector3& pivotA) + { + m_pivotInA = pivotA; + } + + void setPivotB(const btVector3& pivotB) + { + m_pivotInB = pivotB; + } + + const btVector3& getPivotInA() const + { + return m_pivotInA; + } + + const btVector3& getPivotInB() const + { + return m_pivotInB; + } + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. + virtual void setParam(int num, btScalar value, int axis = -1); + ///return the local value of parameter + virtual btScalar getParam(int num, int axis = -1) const; + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; + + +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btPoint2PointConstraintFloatData +{ + btTypedConstraintData m_typeConstraintData; + btVector3FloatData m_pivotInA; + btVector3FloatData m_pivotInB; +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btPoint2PointConstraintDoubleData +{ + btTypedConstraintData m_typeConstraintData; + btVector3DoubleData m_pivotInA; + btVector3DoubleData m_pivotInB; +}; + + +SIMD_FORCE_INLINE int btPoint2PointConstraint::calculateSerializeBufferSize() const +{ + return sizeof(btPoint2PointConstraintData); + +} + + ///fills the dataBuffer and returns the struct name (and 0 on failure) +SIMD_FORCE_INLINE const char* btPoint2PointConstraint::serialize(void* dataBuffer, btSerializer* serializer) const +{ + btPoint2PointConstraintData* p2pData = (btPoint2PointConstraintData*)dataBuffer; + + btTypedConstraint::serialize(&p2pData->m_typeConstraintData,serializer); + m_pivotInA.serialize(p2pData->m_pivotInA); + m_pivotInB.serialize(p2pData->m_pivotInB); + + return btPoint2PointConstraintDataName; +} + +#endif //POINT2POINTCONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp new file mode 100644 index 00000000000..4e1048823c0 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp @@ -0,0 +1,1174 @@ +/* +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. +*/ + +//#define COMPUTE_IMPULSE_DENOM 1 +//It is not necessary (redundant) to refresh contact manifolds, this refresh has been moved to the collision algorithms. + +#include "btSequentialImpulseConstraintSolver.h" +#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "btContactConstraint.h" +#include "btSolve2LinearConstraint.h" +#include "btContactSolverInfo.h" +#include "LinearMath/btIDebugDraw.h" +#include "btJacobianEntry.h" +#include "LinearMath/btMinMax.h" +#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" +#include <new> +#include "LinearMath/btStackAlloc.h" +#include "LinearMath/btQuickprof.h" +#include "btSolverBody.h" +#include "btSolverConstraint.h" +#include "LinearMath/btAlignedObjectArray.h" +#include <string.h> //for memset + +int gNumSplitImpulseRecoveries = 0; + +btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver() +:m_btSeed2(0) +{ + +} + +btSequentialImpulseConstraintSolver::~btSequentialImpulseConstraintSolver() +{ +} + +#ifdef USE_SIMD +#include <emmintrin.h> +#define vec_splat(x, e) _mm_shuffle_ps(x, x, _MM_SHUFFLE(e,e,e,e)) +static inline __m128 _vmathVfDot3( __m128 vec0, __m128 vec1 ) +{ + __m128 result = _mm_mul_ps( vec0, vec1); + return _mm_add_ps( vec_splat( result, 0 ), _mm_add_ps( vec_splat( result, 1 ), vec_splat( result, 2 ) ) ); +} +#endif//USE_SIMD + +// Project Gauss Seidel or the equivalent Sequential Impulse +void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c) +{ +#ifdef USE_SIMD + __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse); + __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit); + __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit); + __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))); + __m128 deltaVel1Dotn = _mm_add_ps(_vmathVfDot3(c.m_contactNormal.mVec128,body1.internalGetDeltaLinearVelocity().mVec128), _vmathVfDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetDeltaAngularVelocity().mVec128)); + __m128 deltaVel2Dotn = _mm_sub_ps(_vmathVfDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetDeltaAngularVelocity().mVec128),_vmathVfDot3((c.m_contactNormal).mVec128,body2.internalGetDeltaLinearVelocity().mVec128)); + deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv))); + deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv))); + btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse); + btSimdScalar resultLowerLess,resultUpperLess; + resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1); + resultUpperLess = _mm_cmplt_ps(sum,upperLimit1); + __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp); + deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) ); + c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) ); + __m128 upperMinApplied = _mm_sub_ps(upperLimit1,cpAppliedImp); + deltaImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, deltaImpulse), _mm_andnot_ps(resultUpperLess, upperMinApplied) ); + c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, c.m_appliedImpulse), _mm_andnot_ps(resultUpperLess, upperLimit1) ); + __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128); + __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128); + __m128 impulseMagnitude = deltaImpulse; + body1.internalGetDeltaLinearVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude)); + body1.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude)); + body2.internalGetDeltaLinearVelocity().mVec128 = _mm_sub_ps(body2.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude)); + body2.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body2.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude)); +#else + resolveSingleConstraintRowGeneric(body1,body2,c); +#endif +} + +// Project Gauss Seidel or the equivalent Sequential Impulse + void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c) +{ + btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm; + const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetDeltaAngularVelocity()); + const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetDeltaAngularVelocity()); + +// const btScalar delta_rel_vel = deltaVel1Dotn-deltaVel2Dotn; + deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv; + deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv; + + const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse; + if (sum < c.m_lowerLimit) + { + deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse; + c.m_appliedImpulse = c.m_lowerLimit; + } + else if (sum > c.m_upperLimit) + { + deltaImpulse = c.m_upperLimit-c.m_appliedImpulse; + c.m_appliedImpulse = c.m_upperLimit; + } + else + { + c.m_appliedImpulse = sum; + } + body1.internalApplyImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse); + body2.internalApplyImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse); +} + + void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimitSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c) +{ +#ifdef USE_SIMD + __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedImpulse); + __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit); + __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit); + __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))); + __m128 deltaVel1Dotn = _mm_add_ps(_vmathVfDot3(c.m_contactNormal.mVec128,body1.internalGetDeltaLinearVelocity().mVec128), _vmathVfDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetDeltaAngularVelocity().mVec128)); + __m128 deltaVel2Dotn = _mm_sub_ps(_vmathVfDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetDeltaAngularVelocity().mVec128),_vmathVfDot3((c.m_contactNormal).mVec128,body2.internalGetDeltaLinearVelocity().mVec128)); + deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv))); + deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv))); + btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse); + btSimdScalar resultLowerLess,resultUpperLess; + resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1); + resultUpperLess = _mm_cmplt_ps(sum,upperLimit1); + __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp); + deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) ); + c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) ); + __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128); + __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128); + __m128 impulseMagnitude = deltaImpulse; + body1.internalGetDeltaLinearVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude)); + body1.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body1.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude)); + body2.internalGetDeltaLinearVelocity().mVec128 = _mm_sub_ps(body2.internalGetDeltaLinearVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude)); + body2.internalGetDeltaAngularVelocity().mVec128 = _mm_add_ps(body2.internalGetDeltaAngularVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude)); +#else + resolveSingleConstraintRowLowerLimit(body1,body2,c); +#endif +} + +// Project Gauss Seidel or the equivalent Sequential Impulse + void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c) +{ + btScalar deltaImpulse = c.m_rhs-btScalar(c.m_appliedImpulse)*c.m_cfm; + const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetDeltaLinearVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetDeltaAngularVelocity()); + const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetDeltaLinearVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetDeltaAngularVelocity()); + + deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv; + deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv; + const btScalar sum = btScalar(c.m_appliedImpulse) + deltaImpulse; + if (sum < c.m_lowerLimit) + { + deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse; + c.m_appliedImpulse = c.m_lowerLimit; + } + else + { + c.m_appliedImpulse = sum; + } + body1.internalApplyImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse); + body2.internalApplyImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse); +} + + +void btSequentialImpulseConstraintSolver::resolveSplitPenetrationImpulseCacheFriendly( + btRigidBody& body1, + btRigidBody& body2, + const btSolverConstraint& c) +{ + if (c.m_rhsPenetration) + { + gNumSplitImpulseRecoveries++; + btScalar deltaImpulse = c.m_rhsPenetration-btScalar(c.m_appliedPushImpulse)*c.m_cfm; + const btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.internalGetPushVelocity()) + c.m_relpos1CrossNormal.dot(body1.internalGetTurnVelocity()); + const btScalar deltaVel2Dotn = -c.m_contactNormal.dot(body2.internalGetPushVelocity()) + c.m_relpos2CrossNormal.dot(body2.internalGetTurnVelocity()); + + deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv; + deltaImpulse -= deltaVel2Dotn*c.m_jacDiagABInv; + const btScalar sum = btScalar(c.m_appliedPushImpulse) + deltaImpulse; + if (sum < c.m_lowerLimit) + { + deltaImpulse = c.m_lowerLimit-c.m_appliedPushImpulse; + c.m_appliedPushImpulse = c.m_lowerLimit; + } + else + { + c.m_appliedPushImpulse = sum; + } + body1.internalApplyPushImpulse(c.m_contactNormal*body1.internalGetInvMass(),c.m_angularComponentA,deltaImpulse); + body2.internalApplyPushImpulse(-c.m_contactNormal*body2.internalGetInvMass(),c.m_angularComponentB,deltaImpulse); + } +} + + void btSequentialImpulseConstraintSolver::resolveSplitPenetrationSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& c) +{ +#ifdef USE_SIMD + if (!c.m_rhsPenetration) + return; + + gNumSplitImpulseRecoveries++; + + __m128 cpAppliedImp = _mm_set1_ps(c.m_appliedPushImpulse); + __m128 lowerLimit1 = _mm_set1_ps(c.m_lowerLimit); + __m128 upperLimit1 = _mm_set1_ps(c.m_upperLimit); + __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))); + __m128 deltaVel1Dotn = _mm_add_ps(_vmathVfDot3(c.m_contactNormal.mVec128,body1.internalGetPushVelocity().mVec128), _vmathVfDot3(c.m_relpos1CrossNormal.mVec128,body1.internalGetTurnVelocity().mVec128)); + __m128 deltaVel2Dotn = _mm_sub_ps(_vmathVfDot3(c.m_relpos2CrossNormal.mVec128,body2.internalGetTurnVelocity().mVec128),_vmathVfDot3((c.m_contactNormal).mVec128,body2.internalGetPushVelocity().mVec128)); + deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel1Dotn,_mm_set1_ps(c.m_jacDiagABInv))); + deltaImpulse = _mm_sub_ps(deltaImpulse,_mm_mul_ps(deltaVel2Dotn,_mm_set1_ps(c.m_jacDiagABInv))); + btSimdScalar sum = _mm_add_ps(cpAppliedImp,deltaImpulse); + btSimdScalar resultLowerLess,resultUpperLess; + resultLowerLess = _mm_cmplt_ps(sum,lowerLimit1); + resultUpperLess = _mm_cmplt_ps(sum,upperLimit1); + __m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp); + deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) ); + c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) ); + __m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.internalGetInvMass().mVec128); + __m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.internalGetInvMass().mVec128); + __m128 impulseMagnitude = deltaImpulse; + body1.internalGetPushVelocity().mVec128 = _mm_add_ps(body1.internalGetPushVelocity().mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude)); + body1.internalGetTurnVelocity().mVec128 = _mm_add_ps(body1.internalGetTurnVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude)); + body2.internalGetPushVelocity().mVec128 = _mm_sub_ps(body2.internalGetPushVelocity().mVec128,_mm_mul_ps(linearComponentB,impulseMagnitude)); + body2.internalGetTurnVelocity().mVec128 = _mm_add_ps(body2.internalGetTurnVelocity().mVec128 ,_mm_mul_ps(c.m_angularComponentB.mVec128,impulseMagnitude)); +#else + resolveSplitPenetrationImpulseCacheFriendly(body1,body2,c); +#endif +} + + + +unsigned long btSequentialImpulseConstraintSolver::btRand2() +{ + m_btSeed2 = (1664525L*m_btSeed2 + 1013904223L) & 0xffffffff; + return m_btSeed2; +} + + + +//See ODE: adam's all-int straightforward(?) dRandInt (0..n-1) +int btSequentialImpulseConstraintSolver::btRandInt2 (int n) +{ + // seems good; xor-fold and modulus + const unsigned long un = static_cast<unsigned long>(n); + unsigned long r = btRand2(); + + // note: probably more aggressive than it needs to be -- might be + // able to get away without one or two of the innermost branches. + if (un <= 0x00010000UL) { + r ^= (r >> 16); + if (un <= 0x00000100UL) { + r ^= (r >> 8); + if (un <= 0x00000010UL) { + r ^= (r >> 4); + if (un <= 0x00000004UL) { + r ^= (r >> 2); + if (un <= 0x00000002UL) { + r ^= (r >> 1); + } + } + } + } + } + + return (int) (r % un); +} + + +#if 0 +void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject) +{ + btRigidBody* rb = collisionObject? btRigidBody::upcast(collisionObject) : 0; + + solverBody->internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f); + solverBody->internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f); + solverBody->internalGetPushVelocity().setValue(0.f,0.f,0.f); + solverBody->internalGetTurnVelocity().setValue(0.f,0.f,0.f); + + if (rb) + { + solverBody->internalGetInvMass() = btVector3(rb->getInvMass(),rb->getInvMass(),rb->getInvMass())*rb->getLinearFactor(); + solverBody->m_originalBody = rb; + solverBody->m_angularFactor = rb->getAngularFactor(); + } else + { + solverBody->internalGetInvMass().setValue(0,0,0); + solverBody->m_originalBody = 0; + solverBody->m_angularFactor.setValue(1,1,1); + } +} +#endif + + + + + +btScalar btSequentialImpulseConstraintSolver::restitutionCurve(btScalar rel_vel, btScalar restitution) +{ + btScalar rest = restitution * -rel_vel; + return rest; +} + + + +void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection); +void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection) +{ + if (colObj && colObj->hasAnisotropicFriction()) + { + // transform to local coordinates + btVector3 loc_lateral = frictionDirection * colObj->getWorldTransform().getBasis(); + const btVector3& friction_scaling = colObj->getAnisotropicFriction(); + //apply anisotropic friction + loc_lateral *= friction_scaling; + // ... and transform it back to global coordinates + frictionDirection = colObj->getWorldTransform().getBasis() * loc_lateral; + } +} + + +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) +{ + + + btRigidBody* body0=btRigidBody::upcast(colObj0); + btRigidBody* body1=btRigidBody::upcast(colObj1); + + solverConstraint.m_contactNormal = normalAxis; + + solverConstraint.m_solverBodyA = body0 ? body0 : &getFixedBody(); + solverConstraint.m_solverBodyB = body1 ? body1 : &getFixedBody(); + + solverConstraint.m_friction = cp.m_combinedFriction; + solverConstraint.m_originalContactPoint = 0; + + solverConstraint.m_appliedImpulse = 0.f; + solverConstraint.m_appliedPushImpulse = 0.f; + + { + btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); + solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; + solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1*body0->getAngularFactor() : btVector3(0,0,0); + } + { + btVector3 ftorqueAxis1 = rel_pos2.cross(-solverConstraint.m_contactNormal); + solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; + solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1*body1->getAngularFactor() : btVector3(0,0,0); + } + +#ifdef COMPUTE_IMPULSE_DENOM + btScalar denom0 = rb0->computeImpulseDenominator(pos1,solverConstraint.m_contactNormal); + btScalar denom1 = rb1->computeImpulseDenominator(pos2,solverConstraint.m_contactNormal); +#else + btVector3 vec; + btScalar denom0 = 0.f; + btScalar denom1 = 0.f; + if (body0) + { + vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); + denom0 = body0->getInvMass() + normalAxis.dot(vec); + } + if (body1) + { + vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2); + denom1 = body1->getInvMass() + normalAxis.dot(vec); + } + + +#endif //COMPUTE_IMPULSE_DENOM + btScalar denom = relaxation/(denom0+denom1); + solverConstraint.m_jacDiagABInv = denom; + +#ifdef _USE_JACOBIAN + solverConstraint.m_jac = btJacobianEntry ( + rel_pos1,rel_pos2,solverConstraint.m_contactNormal, + body0->getInvInertiaDiagLocal(), + body0->getInvMass(), + body1->getInvInertiaDiagLocal(), + body1->getInvMass()); +#endif //_USE_JACOBIAN + + + { + btScalar rel_vel; + btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(body0?body0->getLinearVelocity():btVector3(0,0,0)) + + solverConstraint.m_relpos1CrossNormal.dot(body0?body0->getAngularVelocity():btVector3(0,0,0)); + btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(body1?body1->getLinearVelocity():btVector3(0,0,0)) + + solverConstraint.m_relpos2CrossNormal.dot(body1?body1->getAngularVelocity():btVector3(0,0,0)); + + rel_vel = vel1Dotn+vel2Dotn; + +// btScalar positionalError = 0.f; + + btSimdScalar velocityError = desiredVelocity - rel_vel; + btSimdScalar velocityImpulse = velocityError * btSimdScalar(solverConstraint.m_jacDiagABInv); + solverConstraint.m_rhs = velocityImpulse; + solverConstraint.m_cfm = cfmSlip; + solverConstraint.m_lowerLimit = 0; + solverConstraint.m_upperLimit = 1e10f; + } +} + + + +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) +{ + btSolverConstraint& solverConstraint = m_tmpSolverContactFrictionConstraintPool.expandNonInitializing(); + solverConstraint.m_frictionIndex = frictionIndex; + setupFrictionConstraint(solverConstraint, normalAxis, solverBodyA, solverBodyB, cp, rel_pos1, rel_pos2, + colObj0, colObj1, relaxation, desiredVelocity, cfmSlip); + return solverConstraint; +} + +int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject& body) +{ +#if 0 + int solverBodyIdA = -1; + + if (body.getCompanionId() >= 0) + { + //body has already been converted + solverBodyIdA = body.getCompanionId(); + } else + { + btRigidBody* rb = btRigidBody::upcast(&body); + if (rb && rb->getInvMass()) + { + solverBodyIdA = m_tmpSolverBodyPool.size(); + btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); + initSolverBody(&solverBody,&body); + body.setCompanionId(solverBodyIdA); + } else + { + return 0;//assume first one is a fixed solver body + } + } + return solverBodyIdA; +#endif + return 0; +} +#include <stdio.h> + + +void btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint& solverConstraint, + btCollisionObject* colObj0, btCollisionObject* colObj1, + btManifoldPoint& cp, const btContactSolverInfo& infoGlobal, + btVector3& vel, btScalar& rel_vel, btScalar& relaxation, + btVector3& rel_pos1, btVector3& rel_pos2) +{ + btRigidBody* rb0 = btRigidBody::upcast(colObj0); + btRigidBody* rb1 = btRigidBody::upcast(colObj1); + + const btVector3& pos1 = cp.getPositionWorldOnA(); + const btVector3& pos2 = cp.getPositionWorldOnB(); + +// btVector3 rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin(); +// btVector3 rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin(); + rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin(); + rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin(); + + relaxation = 1.f; + + btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB); + solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0); + btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB); + solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0); + + { +#ifdef COMPUTE_IMPULSE_DENOM + btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB); + btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB); +#else + btVector3 vec; + btScalar denom0 = 0.f; + btScalar denom1 = 0.f; + if (rb0) + { + vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); + denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec); + } + if (rb1) + { + vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2); + denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec); + } +#endif //COMPUTE_IMPULSE_DENOM + + btScalar denom = relaxation/(denom0+denom1); + solverConstraint.m_jacDiagABInv = denom; + } + + solverConstraint.m_contactNormal = cp.m_normalWorldOnB; + solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB); + solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(-cp.m_normalWorldOnB); + + + + + btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0); + btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); + vel = vel1 - vel2; + rel_vel = cp.m_normalWorldOnB.dot(vel); + + btScalar penetration = cp.getDistance()+infoGlobal.m_linearSlop; + + + solverConstraint.m_friction = cp.m_combinedFriction; + + btScalar restitution = 0.f; + + if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold) + { + restitution = 0.f; + } else + { + restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution); + if (restitution <= btScalar(0.)) + { + restitution = 0.f; + }; + } + + + ///warm starting (or zero if disabled) + if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) + { + solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor; + if (rb0) + rb0->internalApplyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass()*rb0->getLinearFactor(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse); + if (rb1) + rb1->internalApplyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass()*rb1->getLinearFactor(),-solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse); + } else + { + solverConstraint.m_appliedImpulse = 0.f; + } + + solverConstraint.m_appliedPushImpulse = 0.f; + + { + btScalar rel_vel; + btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?rb0->getLinearVelocity():btVector3(0,0,0)) + + solverConstraint.m_relpos1CrossNormal.dot(rb0?rb0->getAngularVelocity():btVector3(0,0,0)); + btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rb1?rb1->getLinearVelocity():btVector3(0,0,0)) + + solverConstraint.m_relpos2CrossNormal.dot(rb1?rb1->getAngularVelocity():btVector3(0,0,0)); + + rel_vel = vel1Dotn+vel2Dotn; + + btScalar positionalError = 0.f; + positionalError = -penetration * infoGlobal.m_erp/infoGlobal.m_timeStep; + btScalar velocityError = restitution - rel_vel;// * damping; + btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv; + btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv; + if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold)) + { + //combine position and velocity into rhs + solverConstraint.m_rhs = penetrationImpulse+velocityImpulse; + solverConstraint.m_rhsPenetration = 0.f; + } else + { + //split position and velocity into rhs and m_rhsPenetration + solverConstraint.m_rhs = velocityImpulse; + solverConstraint.m_rhsPenetration = penetrationImpulse; + } + solverConstraint.m_cfm = 0.f; + solverConstraint.m_lowerLimit = 0; + solverConstraint.m_upperLimit = 1e10f; + } + + + + +} + + + +void btSequentialImpulseConstraintSolver::setFrictionConstraintImpulse( btSolverConstraint& solverConstraint, + btRigidBody* rb0, btRigidBody* rb1, + btManifoldPoint& cp, const btContactSolverInfo& infoGlobal) +{ + if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) + { + { + btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex]; + if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) + { + frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor; + if (rb0) + rb0->internalApplyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass()*rb0->getLinearFactor(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse); + if (rb1) + rb1->internalApplyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass()*rb1->getLinearFactor(),-frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse); + } else + { + frictionConstraint1.m_appliedImpulse = 0.f; + } + } + + if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) + { + btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1]; + if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) + { + frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor; + if (rb0) + rb0->internalApplyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse); + if (rb1) + rb1->internalApplyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),-frictionConstraint2.m_angularComponentB,-frictionConstraint2.m_appliedImpulse); + } else + { + frictionConstraint2.m_appliedImpulse = 0.f; + } + } + } else + { + btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex]; + frictionConstraint1.m_appliedImpulse = 0.f; + if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) + { + btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1]; + frictionConstraint2.m_appliedImpulse = 0.f; + } + } +} + + + + +void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal) +{ + btCollisionObject* colObj0=0,*colObj1=0; + + colObj0 = (btCollisionObject*)manifold->getBody0(); + colObj1 = (btCollisionObject*)manifold->getBody1(); + + + btRigidBody* solverBodyA = btRigidBody::upcast(colObj0); + btRigidBody* solverBodyB = btRigidBody::upcast(colObj1); + + ///avoid collision response between two static objects + if ((!solverBodyA || !solverBodyA->getInvMass()) && (!solverBodyB || !solverBodyB->getInvMass())) + return; + + for (int j=0;j<manifold->getNumContacts();j++) + { + + btManifoldPoint& cp = manifold->getContactPoint(j); + + if (cp.getDistance() <= manifold->getContactProcessingThreshold()) + { + btVector3 rel_pos1; + btVector3 rel_pos2; + btScalar relaxation; + btScalar rel_vel; + btVector3 vel; + + int frictionIndex = m_tmpSolverContactConstraintPool.size(); + btSolverConstraint& solverConstraint = m_tmpSolverContactConstraintPool.expandNonInitializing(); + btRigidBody* rb0 = btRigidBody::upcast(colObj0); + btRigidBody* rb1 = btRigidBody::upcast(colObj1); + solverConstraint.m_solverBodyA = rb0? rb0 : &getFixedBody(); + solverConstraint.m_solverBodyB = rb1? rb1 : &getFixedBody(); + solverConstraint.m_originalContactPoint = &cp; + + setupContactConstraint(solverConstraint, colObj0, colObj1, cp, infoGlobal, vel, rel_vel, relaxation, rel_pos1, rel_pos2); + +// const btVector3& pos1 = cp.getPositionWorldOnA(); +// const btVector3& pos2 = cp.getPositionWorldOnB(); + + /////setup the friction constraints + + solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.size(); + + if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized) + { + cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel; + btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2(); + if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON) + { + cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel); + if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) + { + cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB); + cp.m_lateralFrictionDir2.normalize();//?? + applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2); + applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2); + addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); + } + + applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); + applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); + addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); + cp.m_lateralFrictionInitialized = true; + } else + { + //re-calculate friction direction every frame, todo: check if this is really needed + btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2); + if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) + { + applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2); + applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2); + addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); + } + + applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1); + applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1); + addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); + + cp.m_lateralFrictionInitialized = true; + } + + } else + { + addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation,cp.m_contactMotion1, cp.m_contactCFM1); + if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS)) + addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2); + } + + setFrictionConstraintImpulse( solverConstraint, rb0, rb1, cp, infoGlobal); + + } + } +} + + +btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** /*bodies */,int /*numBodies */,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) +{ + BT_PROFILE("solveGroupCacheFriendlySetup"); + (void)stackAlloc; + (void)debugDrawer; + + + if (!(numConstraints + numManifolds)) + { + // printf("empty\n"); + return 0.f; + } + + if (1) + { + int j; + for (j=0;j<numConstraints;j++) + { + btTypedConstraint* constraint = constraints[j]; + constraint->buildJacobian(); + } + } + //btRigidBody* rb0=0,*rb1=0; + + //if (1) + { + { + + int totalNumRows = 0; + int i; + + m_tmpConstraintSizesPool.resize(numConstraints); + //calculate the total number of contraint rows + for (i=0;i<numConstraints;i++) + { + btTypedConstraint::btConstraintInfo1& info1 = m_tmpConstraintSizesPool[i]; + constraints[i]->getInfo1(&info1); + totalNumRows += info1.m_numConstraintRows; + } + m_tmpSolverNonContactConstraintPool.resize(totalNumRows); + + + ///setup the btSolverConstraints + int currentRow = 0; + + for (i=0;i<numConstraints;i++) + { + const btTypedConstraint::btConstraintInfo1& info1 = m_tmpConstraintSizesPool[i]; + + if (info1.m_numConstraintRows) + { + btAssert(currentRow<totalNumRows); + + btSolverConstraint* currentConstraintRow = &m_tmpSolverNonContactConstraintPool[currentRow]; + btTypedConstraint* constraint = constraints[i]; + + + + btRigidBody& rbA = constraint->getRigidBodyA(); + btRigidBody& rbB = constraint->getRigidBodyB(); + + + int j; + for ( j=0;j<info1.m_numConstraintRows;j++) + { + memset(¤tConstraintRow[j],0,sizeof(btSolverConstraint)); + currentConstraintRow[j].m_lowerLimit = -FLT_MAX; + currentConstraintRow[j].m_upperLimit = FLT_MAX; + currentConstraintRow[j].m_appliedImpulse = 0.f; + currentConstraintRow[j].m_appliedPushImpulse = 0.f; + currentConstraintRow[j].m_solverBodyA = &rbA; + currentConstraintRow[j].m_solverBodyB = &rbB; + } + + rbA.internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f); + rbA.internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f); + rbB.internalGetDeltaLinearVelocity().setValue(0.f,0.f,0.f); + rbB.internalGetDeltaAngularVelocity().setValue(0.f,0.f,0.f); + + + + btTypedConstraint::btConstraintInfo2 info2; + info2.fps = 1.f/infoGlobal.m_timeStep; + info2.erp = infoGlobal.m_erp; + info2.m_J1linearAxis = currentConstraintRow->m_contactNormal; + info2.m_J1angularAxis = currentConstraintRow->m_relpos1CrossNormal; + info2.m_J2linearAxis = 0; + info2.m_J2angularAxis = currentConstraintRow->m_relpos2CrossNormal; + info2.rowskip = sizeof(btSolverConstraint)/sizeof(btScalar);//check this + ///the size of btSolverConstraint needs be a multiple of btScalar + btAssert(info2.rowskip*sizeof(btScalar)== sizeof(btSolverConstraint)); + info2.m_constraintError = ¤tConstraintRow->m_rhs; + currentConstraintRow->m_cfm = infoGlobal.m_globalCfm; + info2.cfm = ¤tConstraintRow->m_cfm; + info2.m_lowerLimit = ¤tConstraintRow->m_lowerLimit; + info2.m_upperLimit = ¤tConstraintRow->m_upperLimit; + info2.m_numIterations = infoGlobal.m_numIterations; + constraints[i]->getInfo2(&info2); + + ///finalize the constraint setup + for ( j=0;j<info1.m_numConstraintRows;j++) + { + btSolverConstraint& solverConstraint = currentConstraintRow[j]; + solverConstraint.m_originalContactPoint = constraint; + + { + const btVector3& ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal; + solverConstraint.m_angularComponentA = constraint->getRigidBodyA().getInvInertiaTensorWorld()*ftorqueAxis1*constraint->getRigidBodyA().getAngularFactor(); + } + { + const btVector3& ftorqueAxis2 = solverConstraint.m_relpos2CrossNormal; + solverConstraint.m_angularComponentB = constraint->getRigidBodyB().getInvInertiaTensorWorld()*ftorqueAxis2*constraint->getRigidBodyB().getAngularFactor(); + } + + { + btVector3 iMJlA = solverConstraint.m_contactNormal*rbA.getInvMass(); + btVector3 iMJaA = rbA.getInvInertiaTensorWorld()*solverConstraint.m_relpos1CrossNormal; + btVector3 iMJlB = solverConstraint.m_contactNormal*rbB.getInvMass();//sign of normal? + btVector3 iMJaB = rbB.getInvInertiaTensorWorld()*solverConstraint.m_relpos2CrossNormal; + + btScalar sum = iMJlA.dot(solverConstraint.m_contactNormal); + sum += iMJaA.dot(solverConstraint.m_relpos1CrossNormal); + sum += iMJlB.dot(solverConstraint.m_contactNormal); + sum += iMJaB.dot(solverConstraint.m_relpos2CrossNormal); + + solverConstraint.m_jacDiagABInv = btScalar(1.)/sum; + } + + + ///fix rhs + ///todo: add force/torque accelerators + { + btScalar rel_vel; + btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rbA.getLinearVelocity()) + solverConstraint.m_relpos1CrossNormal.dot(rbA.getAngularVelocity()); + btScalar vel2Dotn = -solverConstraint.m_contactNormal.dot(rbB.getLinearVelocity()) + solverConstraint.m_relpos2CrossNormal.dot(rbB.getAngularVelocity()); + + rel_vel = vel1Dotn+vel2Dotn; + + btScalar restitution = 0.f; + btScalar positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2 + btScalar velocityError = restitution - rel_vel;// * damping; + btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv; + btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv; + solverConstraint.m_rhs = penetrationImpulse+velocityImpulse; + solverConstraint.m_appliedImpulse = 0.f; + + } + } + } + currentRow+=m_tmpConstraintSizesPool[i].m_numConstraintRows; + } + } + + { + int i; + btPersistentManifold* manifold = 0; +// btCollisionObject* colObj0=0,*colObj1=0; + + + for (i=0;i<numManifolds;i++) + { + manifold = manifoldPtr[i]; + convertContact(manifold,infoGlobal); + } + } + } + + btContactSolverInfo info = infoGlobal; + + + + int numConstraintPool = m_tmpSolverContactConstraintPool.size(); + int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size(); + + ///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints + m_orderTmpConstraintPool.resize(numConstraintPool); + m_orderFrictionConstraintPool.resize(numFrictionPool); + { + int i; + for (i=0;i<numConstraintPool;i++) + { + m_orderTmpConstraintPool[i] = i; + } + for (i=0;i<numFrictionPool;i++) + { + m_orderFrictionConstraintPool[i] = i; + } + } + + return 0.f; + +} + +btScalar btSequentialImpulseConstraintSolver::solveSingleIteration(int iteration, btCollisionObject** /*bodies */,int /*numBodies*/,btPersistentManifold** /*manifoldPtr*/, int /*numManifolds*/,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* /*debugDrawer*/,btStackAlloc* /*stackAlloc*/) +{ + + int numConstraintPool = m_tmpSolverContactConstraintPool.size(); + int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.size(); + + int j; + + if (infoGlobal.m_solverMode & SOLVER_RANDMIZE_ORDER) + { + if ((iteration & 7) == 0) { + for (j=0; j<numConstraintPool; ++j) { + int tmp = m_orderTmpConstraintPool[j]; + int swapi = btRandInt2(j+1); + m_orderTmpConstraintPool[j] = m_orderTmpConstraintPool[swapi]; + m_orderTmpConstraintPool[swapi] = tmp; + } + + for (j=0; j<numFrictionPool; ++j) { + int tmp = m_orderFrictionConstraintPool[j]; + int swapi = btRandInt2(j+1); + m_orderFrictionConstraintPool[j] = m_orderFrictionConstraintPool[swapi]; + m_orderFrictionConstraintPool[swapi] = tmp; + } + } + } + + if (infoGlobal.m_solverMode & SOLVER_SIMD) + { + ///solve all joint constraints, using SIMD, if available + for (j=0;j<m_tmpSolverNonContactConstraintPool.size();j++) + { + btSolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[j]; + resolveSingleConstraintRowGenericSIMD(*constraint.m_solverBodyA,*constraint.m_solverBodyB,constraint); + } + + for (j=0;j<numConstraints;j++) + { + constraints[j]->solveConstraintObsolete(constraints[j]->getRigidBodyA(),constraints[j]->getRigidBodyB(),infoGlobal.m_timeStep); + } + + ///solve all contact constraints using SIMD, if available + int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); + for (j=0;j<numPoolConstraints;j++) + { + const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]]; + resolveSingleConstraintRowLowerLimitSIMD(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold); + + } + ///solve all friction constraints, using SIMD, if available + int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size(); + for (j=0;j<numFrictionPoolConstraints;j++) + { + btSolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]]; + btScalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; + + if (totalImpulse>btScalar(0)) + { + solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse); + solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse; + + resolveSingleConstraintRowGenericSIMD(*solveManifold.m_solverBodyA, *solveManifold.m_solverBodyB,solveManifold); + } + } + } else + { + + ///solve all joint constraints + for (j=0;j<m_tmpSolverNonContactConstraintPool.size();j++) + { + btSolverConstraint& constraint = m_tmpSolverNonContactConstraintPool[j]; + resolveSingleConstraintRowGeneric(*constraint.m_solverBodyA,*constraint.m_solverBodyB,constraint); + } + + for (j=0;j<numConstraints;j++) + { + constraints[j]->solveConstraintObsolete(constraints[j]->getRigidBodyA(),constraints[j]->getRigidBodyB(),infoGlobal.m_timeStep); + } + ///solve all contact constraints + int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); + for (j=0;j<numPoolConstraints;j++) + { + const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]]; + resolveSingleConstraintRowLowerLimit(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold); + } + ///solve all friction constraints + int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.size(); + for (j=0;j<numFrictionPoolConstraints;j++) + { + btSolverConstraint& solveManifold = m_tmpSolverContactFrictionConstraintPool[m_orderFrictionConstraintPool[j]]; + btScalar totalImpulse = m_tmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; + + if (totalImpulse>btScalar(0)) + { + solveManifold.m_lowerLimit = -(solveManifold.m_friction*totalImpulse); + solveManifold.m_upperLimit = solveManifold.m_friction*totalImpulse; + + resolveSingleConstraintRowGeneric(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold); + } + } + } + return 0.f; +} + + +void btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) +{ + int iteration; + if (infoGlobal.m_splitImpulse) + { + if (infoGlobal.m_solverMode & SOLVER_SIMD) + { + for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++) + { + { + int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); + int j; + for (j=0;j<numPoolConstraints;j++) + { + const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]]; + + resolveSplitPenetrationSIMD(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold); + } + } + } + } + else + { + for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++) + { + { + int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); + int j; + for (j=0;j<numPoolConstraints;j++) + { + const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]]; + + resolveSplitPenetrationImpulseCacheFriendly(*solveManifold.m_solverBodyA,*solveManifold.m_solverBodyB,solveManifold); + } + } + } + } + } +} + +btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) +{ + BT_PROFILE("solveGroupCacheFriendlyIterations"); + + + //should traverse the contacts random order... + int iteration; + { + for ( iteration = 0;iteration<infoGlobal.m_numIterations;iteration++) + { + solveSingleIteration(iteration, bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc); + } + + solveGroupCacheFriendlySplitImpulseIterations(bodies ,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc); + } + return 0.f; +} + +btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyFinish(btCollisionObject** bodies ,int numBodies,btPersistentManifold** /*manifoldPtr*/, int /*numManifolds*/,btTypedConstraint** /*constraints*/,int /* numConstraints*/,const btContactSolverInfo& infoGlobal,btIDebugDraw* /*debugDrawer*/,btStackAlloc* /*stackAlloc*/) +{ + int numPoolConstraints = m_tmpSolverContactConstraintPool.size(); + int i,j; + + for (j=0;j<numPoolConstraints;j++) + { + + const btSolverConstraint& solveManifold = m_tmpSolverContactConstraintPool[j]; + btManifoldPoint* pt = (btManifoldPoint*) solveManifold.m_originalContactPoint; + btAssert(pt); + pt->m_appliedImpulse = solveManifold.m_appliedImpulse; + if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) + { + pt->m_appliedImpulseLateral1 = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; + pt->m_appliedImpulseLateral2 = m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex+1].m_appliedImpulse; + } + + //do a callback here? + } + + numPoolConstraints = m_tmpSolverNonContactConstraintPool.size(); + for (j=0;j<numPoolConstraints;j++) + { + const btSolverConstraint& solverConstr = m_tmpSolverNonContactConstraintPool[j]; + btTypedConstraint* constr = (btTypedConstraint*)solverConstr.m_originalContactPoint; + btScalar sum = constr->internalGetAppliedImpulse(); + sum += solverConstr.m_appliedImpulse; + constr->internalSetAppliedImpulse(sum); + } + + + if (infoGlobal.m_splitImpulse) + { + for ( i=0;i<numBodies;i++) + { + btRigidBody* body = btRigidBody::upcast(bodies[i]); + if (body) + body->internalWritebackVelocity(infoGlobal.m_timeStep); + } + } else + { + for ( i=0;i<numBodies;i++) + { + btRigidBody* body = btRigidBody::upcast(bodies[i]); + if (body) + body->internalWritebackVelocity(); + } + } + + + m_tmpSolverContactConstraintPool.resize(0); + m_tmpSolverNonContactConstraintPool.resize(0); + m_tmpSolverContactFrictionConstraintPool.resize(0); + + return 0.f; +} + + + +/// btSequentialImpulseConstraintSolver Sequentially applies impulses +btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* /*dispatcher*/) +{ + + BT_PROFILE("solveGroup"); + //you need to provide at least some bodies + btAssert(bodies); + btAssert(numBodies); + + solveGroupCacheFriendlySetup( bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc); + + solveGroupCacheFriendlyIterations(bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc); + + solveGroupCacheFriendlyFinish(bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc); + + return 0.f; +} + +void btSequentialImpulseConstraintSolver::reset() +{ + m_btSeed2 = 0; +} + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h new file mode 100644 index 00000000000..a26fbad787b --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h @@ -0,0 +1,132 @@ +/* +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 SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H +#define SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H + +#include "btConstraintSolver.h" +class btIDebugDraw; +#include "btContactConstraint.h" +#include "btSolverBody.h" +#include "btSolverConstraint.h" +#include "btTypedConstraint.h" +#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" + +///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method. +class btSequentialImpulseConstraintSolver : public btConstraintSolver +{ +protected: + + btConstraintArray m_tmpSolverContactConstraintPool; + btConstraintArray m_tmpSolverNonContactConstraintPool; + btConstraintArray m_tmpSolverContactFrictionConstraintPool; + btAlignedObjectArray<int> m_orderTmpConstraintPool; + btAlignedObjectArray<int> m_orderFrictionConstraintPool; + btAlignedObjectArray<btTypedConstraint::btConstraintInfo1> m_tmpConstraintSizesPool; + + void setupFrictionConstraint( btSolverConstraint& solverConstraint, const btVector3& normalAxis,btRigidBody* solverBodyA,btRigidBody* solverBodyIdB, + btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2, + btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation, + btScalar desiredVelocity=0., btScalar cfmSlip=0.); + + btSolverConstraint& 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=0., btScalar cfmSlip=0.); + + void setupContactConstraint(btSolverConstraint& solverConstraint, btCollisionObject* colObj0, btCollisionObject* colObj1, btManifoldPoint& cp, + const btContactSolverInfo& infoGlobal, btVector3& vel, btScalar& rel_vel, btScalar& relaxation, + btVector3& rel_pos1, btVector3& rel_pos2); + + void setFrictionConstraintImpulse( btSolverConstraint& solverConstraint, btRigidBody* rb0, btRigidBody* rb1, + btManifoldPoint& cp, const btContactSolverInfo& infoGlobal); + + ///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction + unsigned long m_btSeed2; + +// void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject); + btScalar restitutionCurve(btScalar rel_vel, btScalar restitution); + + void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal); + + + void resolveSplitPenetrationSIMD( + btRigidBody& body1, + btRigidBody& body2, + const btSolverConstraint& contactConstraint); + + void resolveSplitPenetrationImpulseCacheFriendly( + btRigidBody& body1, + btRigidBody& body2, + const btSolverConstraint& contactConstraint); + + //internal method + int getOrInitSolverBody(btCollisionObject& body); + + void resolveSingleConstraintRowGeneric(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint); + + void resolveSingleConstraintRowGenericSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint); + + void resolveSingleConstraintRowLowerLimit(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint); + + void resolveSingleConstraintRowLowerLimitSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint); + +protected: + static btRigidBody& getFixedBody() + { + static btRigidBody s_fixed(0, 0,0); + s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.))); + return s_fixed; + } + virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); + virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); + btScalar solveSingleIteration(int iteration, btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); + + virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); + virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc); + + +public: + + + btSequentialImpulseConstraintSolver(); + 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); + + + + ///clear internal cached data and reset random seed + virtual void reset(); + + unsigned long btRand2(); + + int btRandInt2 (int n); + + void setRandSeed(unsigned long seed) + { + m_btSeed2 = seed; + } + unsigned long getRandSeed() const + { + return m_btSeed2; + } + +}; + +#ifndef BT_PREFER_SIMD +typedef btSequentialImpulseConstraintSolver btSequentialImpulseConstraintSolverPrefered; +#endif + + +#endif //SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp new file mode 100644 index 00000000000..b69f46da1b4 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp @@ -0,0 +1,857 @@ +/* +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. +*/ + +/* +Added by Roman Ponomarev (rponom@gmail.com) +April 04, 2008 +*/ + + + +#include "btSliderConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" +#include <new> + +#define USE_OFFSET_FOR_CONSTANT_FRAME true + +void btSliderConstraint::initParams() +{ + m_lowerLinLimit = btScalar(1.0); + m_upperLinLimit = btScalar(-1.0); + m_lowerAngLimit = btScalar(0.); + m_upperAngLimit = btScalar(0.); + m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingDirLin = btScalar(0.); + m_cfmDirLin = SLIDER_CONSTRAINT_DEF_CFM; + m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingDirAng = btScalar(0.); + m_cfmDirAng = SLIDER_CONSTRAINT_DEF_CFM; + m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING; + m_cfmOrthoLin = SLIDER_CONSTRAINT_DEF_CFM; + m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING; + m_cfmOrthoAng = SLIDER_CONSTRAINT_DEF_CFM; + m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING; + m_cfmLimLin = SLIDER_CONSTRAINT_DEF_CFM; + m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS; + m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION; + m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING; + m_cfmLimAng = SLIDER_CONSTRAINT_DEF_CFM; + + m_poweredLinMotor = false; + m_targetLinMotorVelocity = btScalar(0.); + m_maxLinMotorForce = btScalar(0.); + m_accumulatedLinMotorImpulse = btScalar(0.0); + + m_poweredAngMotor = false; + m_targetAngMotorVelocity = btScalar(0.); + m_maxAngMotorForce = btScalar(0.); + m_accumulatedAngMotorImpulse = btScalar(0.0); + + m_flags = 0; + m_flags = 0; + + m_useOffsetForConstraintFrame = USE_OFFSET_FOR_CONSTANT_FRAME; + + calculateTransforms(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); +} + + + + + +btSliderConstraint::btSliderConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB, bool useLinearReferenceFrameA) + : btTypedConstraint(SLIDER_CONSTRAINT_TYPE, rbA, rbB), + m_useSolveConstraintObsolete(false), + m_frameInA(frameInA), + m_frameInB(frameInB), + m_useLinearReferenceFrameA(useLinearReferenceFrameA) +{ + initParams(); +} + + + +btSliderConstraint::btSliderConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameA) + : btTypedConstraint(SLIDER_CONSTRAINT_TYPE, getFixedBody(), rbB), + m_useSolveConstraintObsolete(false), + m_frameInB(frameInB), + m_useLinearReferenceFrameA(useLinearReferenceFrameA) +{ + ///not providing rigidbody A means implicitly using worldspace for body A + m_frameInA = rbB.getCenterOfMassTransform() * m_frameInB; +// m_frameInA.getOrigin() = m_rbA.getCenterOfMassTransform()(m_frameInA.getOrigin()); + + initParams(); +} + + + + + + +void btSliderConstraint::getInfo1(btConstraintInfo1* info) +{ + if (m_useSolveConstraintObsolete) + { + info->m_numConstraintRows = 0; + info->nub = 0; + } + else + { + info->m_numConstraintRows = 4; // Fixed 2 linear + 2 angular + info->nub = 2; + //prepare constraint + calculateTransforms(m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform()); + testAngLimits(); + testLinLimits(); + if(getSolveLinLimit() || getPoweredLinMotor()) + { + info->m_numConstraintRows++; // limit 3rd linear as well + info->nub--; + } + if(getSolveAngLimit() || getPoweredAngMotor()) + { + info->m_numConstraintRows++; // limit 3rd angular as well + info->nub--; + } + } +} + +void btSliderConstraint::getInfo1NonVirtual(btConstraintInfo1* info) +{ + + info->m_numConstraintRows = 6; // Fixed 2 linear + 2 angular + 1 limit (even if not used) + info->nub = 0; +} + +void btSliderConstraint::getInfo2(btConstraintInfo2* info) +{ + getInfo2NonVirtual(info,m_rbA.getCenterOfMassTransform(),m_rbB.getCenterOfMassTransform(), m_rbA.getLinearVelocity(),m_rbB.getLinearVelocity(), m_rbA.getInvMass(),m_rbB.getInvMass()); +} + + + + + + + +void btSliderConstraint::calculateTransforms(const btTransform& transA,const btTransform& transB) +{ + if(m_useLinearReferenceFrameA || (!m_useSolveConstraintObsolete)) + { + m_calculatedTransformA = transA * m_frameInA; + m_calculatedTransformB = transB * m_frameInB; + } + else + { + m_calculatedTransformA = transB * m_frameInB; + m_calculatedTransformB = transA * m_frameInA; + } + m_realPivotAInW = m_calculatedTransformA.getOrigin(); + m_realPivotBInW = m_calculatedTransformB.getOrigin(); + m_sliderAxis = m_calculatedTransformA.getBasis().getColumn(0); // along X + if(m_useLinearReferenceFrameA || m_useSolveConstraintObsolete) + { + m_delta = m_realPivotBInW - m_realPivotAInW; + } + else + { + m_delta = m_realPivotAInW - m_realPivotBInW; + } + m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis; + btVector3 normalWorld; + int i; + //linear part + for(i = 0; i < 3; i++) + { + normalWorld = m_calculatedTransformA.getBasis().getColumn(i); + m_depth[i] = m_delta.dot(normalWorld); + } +} + + + +void btSliderConstraint::testLinLimits(void) +{ + m_solveLinLim = false; + m_linPos = m_depth[0]; + if(m_lowerLinLimit <= m_upperLinLimit) + { + if(m_depth[0] > m_upperLinLimit) + { + m_depth[0] -= m_upperLinLimit; + m_solveLinLim = true; + } + else if(m_depth[0] < m_lowerLinLimit) + { + m_depth[0] -= m_lowerLinLimit; + m_solveLinLim = true; + } + else + { + m_depth[0] = btScalar(0.); + } + } + else + { + m_depth[0] = btScalar(0.); + } +} + + + +void btSliderConstraint::testAngLimits(void) +{ + m_angDepth = btScalar(0.); + m_solveAngLim = false; + if(m_lowerAngLimit <= m_upperAngLimit) + { + const btVector3 axisA0 = m_calculatedTransformA.getBasis().getColumn(1); + const btVector3 axisA1 = m_calculatedTransformA.getBasis().getColumn(2); + const btVector3 axisB0 = m_calculatedTransformB.getBasis().getColumn(1); +// btScalar rot = btAtan2Fast(axisB0.dot(axisA1), axisB0.dot(axisA0)); + btScalar rot = btAtan2(axisB0.dot(axisA1), axisB0.dot(axisA0)); + rot = btAdjustAngleToLimits(rot, m_lowerAngLimit, m_upperAngLimit); + m_angPos = rot; + if(rot < m_lowerAngLimit) + { + m_angDepth = rot - m_lowerAngLimit; + m_solveAngLim = true; + } + else if(rot > m_upperAngLimit) + { + m_angDepth = rot - m_upperAngLimit; + m_solveAngLim = true; + } + } +} + +btVector3 btSliderConstraint::getAncorInA(void) +{ + btVector3 ancorInA; + ancorInA = m_realPivotAInW + (m_lowerLinLimit + m_upperLinLimit) * btScalar(0.5) * m_sliderAxis; + ancorInA = m_rbA.getCenterOfMassTransform().inverse() * ancorInA; + return ancorInA; +} + + + +btVector3 btSliderConstraint::getAncorInB(void) +{ + btVector3 ancorInB; + ancorInB = m_frameInB.getOrigin(); + return ancorInB; +} + + +void btSliderConstraint::getInfo2NonVirtual(btConstraintInfo2* info, const btTransform& transA,const btTransform& transB, const btVector3& linVelA,const btVector3& linVelB, btScalar rbAinvMass,btScalar rbBinvMass ) +{ + const btTransform& trA = getCalculatedTransformA(); + const btTransform& trB = getCalculatedTransformB(); + + btAssert(!m_useSolveConstraintObsolete); + int i, s = info->rowskip; + + btScalar signFact = m_useLinearReferenceFrameA ? btScalar(1.0f) : btScalar(-1.0f); + + // difference between frames in WCS + btVector3 ofs = trB.getOrigin() - trA.getOrigin(); + // now get weight factors depending on masses + btScalar miA = rbAinvMass; + btScalar miB = rbBinvMass; + bool hasStaticBody = (miA < SIMD_EPSILON) || (miB < SIMD_EPSILON); + btScalar miS = miA + miB; + btScalar factA, factB; + if(miS > btScalar(0.f)) + { + factA = miB / miS; + } + else + { + factA = btScalar(0.5f); + } + factB = btScalar(1.0f) - factA; + btVector3 ax1, p, q; + btVector3 ax1A = trA.getBasis().getColumn(0); + btVector3 ax1B = trB.getBasis().getColumn(0); + if(m_useOffsetForConstraintFrame) + { + // get the desired direction of slider axis + // as weighted sum of X-orthos of frameA and frameB in WCS + ax1 = ax1A * factA + ax1B * factB; + ax1.normalize(); + // construct two orthos to slider axis + btPlaneSpace1 (ax1, p, q); + } + else + { // old way - use frameA + ax1 = trA.getBasis().getColumn(0); + // get 2 orthos to slider axis (Y, Z) + p = trA.getBasis().getColumn(1); + q = trA.getBasis().getColumn(2); + } + // make rotations around these orthos equal + // the slider axis should be the only unconstrained + // rotational axis, the angular velocity of the two bodies perpendicular to + // the slider axis should be equal. thus the constraint equations are + // p*w1 - p*w2 = 0 + // q*w1 - q*w2 = 0 + // where p and q are unit vectors normal to the slider axis, and w1 and w2 + // are the angular velocity vectors of the two bodies. + info->m_J1angularAxis[0] = p[0]; + info->m_J1angularAxis[1] = p[1]; + info->m_J1angularAxis[2] = p[2]; + info->m_J1angularAxis[s+0] = q[0]; + info->m_J1angularAxis[s+1] = q[1]; + info->m_J1angularAxis[s+2] = q[2]; + + info->m_J2angularAxis[0] = -p[0]; + info->m_J2angularAxis[1] = -p[1]; + info->m_J2angularAxis[2] = -p[2]; + info->m_J2angularAxis[s+0] = -q[0]; + info->m_J2angularAxis[s+1] = -q[1]; + info->m_J2angularAxis[s+2] = -q[2]; + // compute the right hand side of the constraint equation. set relative + // body velocities along p and q to bring the slider back into alignment. + // if ax1A,ax1B are the unit length slider axes as computed from bodyA and + // bodyB, we need to rotate both bodies along the axis u = (ax1 x ax2). + // if "theta" is the angle between ax1 and ax2, we need an angular velocity + // along u to cover angle erp*theta in one step : + // |angular_velocity| = angle/time = erp*theta / stepsize + // = (erp*fps) * theta + // angular_velocity = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2| + // = (erp*fps) * theta * (ax1 x ax2) / sin(theta) + // ...as ax1 and ax2 are unit length. if theta is smallish, + // theta ~= sin(theta), so + // angular_velocity = (erp*fps) * (ax1 x ax2) + // ax1 x ax2 is in the plane space of ax1, so we project the angular + // velocity to p and q to find the right hand side. +// btScalar k = info->fps * info->erp * getSoftnessOrthoAng(); + btScalar currERP = (m_flags & BT_SLIDER_FLAGS_ERP_ORTANG) ? m_softnessOrthoAng : m_softnessOrthoAng * info->erp; + btScalar k = info->fps * currERP; + + btVector3 u = ax1A.cross(ax1B); + info->m_constraintError[0] = k * u.dot(p); + info->m_constraintError[s] = k * u.dot(q); + if(m_flags & BT_SLIDER_FLAGS_CFM_ORTANG) + { + info->cfm[0] = m_cfmOrthoAng; + info->cfm[s] = m_cfmOrthoAng; + } + + int nrow = 1; // last filled row + int srow; + btScalar limit_err; + int limit; + int powered; + + // next two rows. + // we want: velA + wA x relA == velB + wB x relB ... but this would + // result in three equations, so we project along two orthos to the slider axis + + btTransform bodyA_trans = transA; + btTransform bodyB_trans = transB; + nrow++; + int s2 = nrow * s; + nrow++; + int s3 = nrow * s; + btVector3 tmpA(0,0,0), tmpB(0,0,0), relA(0,0,0), relB(0,0,0), c(0,0,0); + if(m_useOffsetForConstraintFrame) + { + // get vector from bodyB to frameB in WCS + relB = trB.getOrigin() - bodyB_trans.getOrigin(); + // get its projection to slider axis + btVector3 projB = ax1 * relB.dot(ax1); + // get vector directed from bodyB to slider axis (and orthogonal to it) + btVector3 orthoB = relB - projB; + // same for bodyA + relA = trA.getOrigin() - bodyA_trans.getOrigin(); + btVector3 projA = ax1 * relA.dot(ax1); + btVector3 orthoA = relA - projA; + // get desired offset between frames A and B along slider axis + btScalar sliderOffs = m_linPos - m_depth[0]; + // desired vector from projection of center of bodyA to projection of center of bodyB to slider axis + btVector3 totalDist = projA + ax1 * sliderOffs - projB; + // get offset vectors relA and relB + relA = orthoA + totalDist * factA; + relB = orthoB - totalDist * factB; + // now choose average ortho to slider axis + p = orthoB * factA + orthoA * factB; + btScalar len2 = p.length2(); + if(len2 > SIMD_EPSILON) + { + p /= btSqrt(len2); + } + else + { + p = trA.getBasis().getColumn(1); + } + // make one more ortho + q = ax1.cross(p); + // fill two rows + tmpA = relA.cross(p); + tmpB = relB.cross(p); + for (i=0; i<3; i++) info->m_J1angularAxis[s2+i] = tmpA[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s2+i] = -tmpB[i]; + tmpA = relA.cross(q); + tmpB = relB.cross(q); + if(hasStaticBody && getSolveAngLimit()) + { // to make constraint between static and dynamic objects more rigid + // remove wA (or wB) from equation if angular limit is hit + tmpB *= factB; + tmpA *= factA; + } + for (i=0; i<3; i++) info->m_J1angularAxis[s3+i] = tmpA[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s3+i] = -tmpB[i]; + for (i=0; i<3; i++) info->m_J1linearAxis[s2+i] = p[i]; + for (i=0; i<3; i++) info->m_J1linearAxis[s3+i] = q[i]; + } + else + { // old way - maybe incorrect if bodies are not on the slider axis + // see discussion "Bug in slider constraint" http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4024&start=0 + c = bodyB_trans.getOrigin() - bodyA_trans.getOrigin(); + btVector3 tmp = c.cross(p); + for (i=0; i<3; i++) info->m_J1angularAxis[s2+i] = factA*tmp[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s2+i] = factB*tmp[i]; + tmp = c.cross(q); + for (i=0; i<3; i++) info->m_J1angularAxis[s3+i] = factA*tmp[i]; + for (i=0; i<3; i++) info->m_J2angularAxis[s3+i] = factB*tmp[i]; + + for (i=0; i<3; i++) info->m_J1linearAxis[s2+i] = p[i]; + for (i=0; i<3; i++) info->m_J1linearAxis[s3+i] = q[i]; + } + // compute two elements of right hand side + + // k = info->fps * info->erp * getSoftnessOrthoLin(); + currERP = (m_flags & BT_SLIDER_FLAGS_ERP_ORTLIN) ? m_softnessOrthoLin : m_softnessOrthoLin * info->erp; + k = info->fps * currERP; + + btScalar rhs = k * p.dot(ofs); + info->m_constraintError[s2] = rhs; + rhs = k * q.dot(ofs); + info->m_constraintError[s3] = rhs; + if(m_flags & BT_SLIDER_FLAGS_CFM_ORTLIN) + { + info->cfm[s2] = m_cfmOrthoLin; + info->cfm[s3] = m_cfmOrthoLin; + } + + + // check linear limits + limit_err = btScalar(0.0); + limit = 0; + if(getSolveLinLimit()) + { + limit_err = getLinDepth() * signFact; + limit = (limit_err > btScalar(0.0)) ? 2 : 1; + } + powered = 0; + if(getPoweredLinMotor()) + { + powered = 1; + } + // if the slider has joint limits or motor, add in the extra row + if (limit || powered) + { + nrow++; + srow = nrow * info->rowskip; + info->m_J1linearAxis[srow+0] = ax1[0]; + info->m_J1linearAxis[srow+1] = ax1[1]; + info->m_J1linearAxis[srow+2] = ax1[2]; + // linear torque decoupling step: + // + // we have to be careful that the linear constraint forces (+/- ax1) applied to the two bodies + // do not create a torque couple. in other words, the points that the + // constraint force is applied at must lie along the same ax1 axis. + // a torque couple will result in limited slider-jointed free + // bodies from gaining angular momentum. + if(m_useOffsetForConstraintFrame) + { + // this is needed only when bodyA and bodyB are both dynamic. + if(!hasStaticBody) + { + tmpA = relA.cross(ax1); + tmpB = relB.cross(ax1); + info->m_J1angularAxis[srow+0] = tmpA[0]; + info->m_J1angularAxis[srow+1] = tmpA[1]; + info->m_J1angularAxis[srow+2] = tmpA[2]; + info->m_J2angularAxis[srow+0] = -tmpB[0]; + info->m_J2angularAxis[srow+1] = -tmpB[1]; + info->m_J2angularAxis[srow+2] = -tmpB[2]; + } + } + else + { // The old way. May be incorrect if bodies are not on the slider axis + btVector3 ltd; // Linear Torque Decoupling vector (a torque) + ltd = c.cross(ax1); + info->m_J1angularAxis[srow+0] = factA*ltd[0]; + info->m_J1angularAxis[srow+1] = factA*ltd[1]; + info->m_J1angularAxis[srow+2] = factA*ltd[2]; + info->m_J2angularAxis[srow+0] = factB*ltd[0]; + info->m_J2angularAxis[srow+1] = factB*ltd[1]; + info->m_J2angularAxis[srow+2] = factB*ltd[2]; + } + // right-hand part + btScalar lostop = getLowerLinLimit(); + btScalar histop = getUpperLinLimit(); + if(limit && (lostop == histop)) + { // the joint motor is ineffective + powered = 0; + } + info->m_constraintError[srow] = 0.; + info->m_lowerLimit[srow] = 0.; + info->m_upperLimit[srow] = 0.; + currERP = (m_flags & BT_SLIDER_FLAGS_ERP_LIMLIN) ? m_softnessLimLin : info->erp; + if(powered) + { + if(m_flags & BT_SLIDER_FLAGS_CFM_DIRLIN) + { + info->cfm[srow] = m_cfmDirLin; + } + btScalar tag_vel = getTargetLinMotorVelocity(); + btScalar mot_fact = getMotorFactor(m_linPos, m_lowerLinLimit, m_upperLinLimit, tag_vel, info->fps * currERP); + info->m_constraintError[srow] -= signFact * mot_fact * getTargetLinMotorVelocity(); + info->m_lowerLimit[srow] += -getMaxLinMotorForce() * info->fps; + info->m_upperLimit[srow] += getMaxLinMotorForce() * info->fps; + } + if(limit) + { + k = info->fps * currERP; + info->m_constraintError[srow] += k * limit_err; + if(m_flags & BT_SLIDER_FLAGS_CFM_LIMLIN) + { + info->cfm[srow] = m_cfmLimLin; + } + if(lostop == histop) + { // limited low and high simultaneously + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else if(limit == 1) + { // low limit + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = 0; + } + else + { // high limit + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + // bounce (we'll use slider parameter abs(1.0 - m_dampingLimLin) for that) + btScalar bounce = btFabs(btScalar(1.0) - getDampingLimLin()); + if(bounce > btScalar(0.0)) + { + btScalar vel = linVelA.dot(ax1); + vel -= linVelB.dot(ax1); + vel *= signFact; + // only apply bounce if the velocity is incoming, and if the + // resulting c[] exceeds what we already have. + if(limit == 1) + { // low limit + if(vel < 0) + { + btScalar newc = -bounce * vel; + if (newc > info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + else + { // high limit - all those computations are reversed + if(vel > 0) + { + btScalar newc = -bounce * vel; + if(newc < info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + } + info->m_constraintError[srow] *= getSoftnessLimLin(); + } // if(limit) + } // if linear limit + // check angular limits + limit_err = btScalar(0.0); + limit = 0; + if(getSolveAngLimit()) + { + limit_err = getAngDepth(); + limit = (limit_err > btScalar(0.0)) ? 1 : 2; + } + // if the slider has joint limits, add in the extra row + powered = 0; + if(getPoweredAngMotor()) + { + powered = 1; + } + if(limit || powered) + { + nrow++; + srow = nrow * info->rowskip; + info->m_J1angularAxis[srow+0] = ax1[0]; + info->m_J1angularAxis[srow+1] = ax1[1]; + info->m_J1angularAxis[srow+2] = ax1[2]; + + info->m_J2angularAxis[srow+0] = -ax1[0]; + info->m_J2angularAxis[srow+1] = -ax1[1]; + info->m_J2angularAxis[srow+2] = -ax1[2]; + + btScalar lostop = getLowerAngLimit(); + btScalar histop = getUpperAngLimit(); + if(limit && (lostop == histop)) + { // the joint motor is ineffective + powered = 0; + } + currERP = (m_flags & BT_SLIDER_FLAGS_ERP_LIMANG) ? m_softnessLimAng : info->erp; + if(powered) + { + if(m_flags & BT_SLIDER_FLAGS_CFM_DIRANG) + { + info->cfm[srow] = m_cfmDirAng; + } + btScalar mot_fact = getMotorFactor(m_angPos, m_lowerAngLimit, m_upperAngLimit, getTargetAngMotorVelocity(), info->fps * currERP); + info->m_constraintError[srow] = mot_fact * getTargetAngMotorVelocity(); + info->m_lowerLimit[srow] = -getMaxAngMotorForce() * info->fps; + info->m_upperLimit[srow] = getMaxAngMotorForce() * info->fps; + } + if(limit) + { + k = info->fps * currERP; + info->m_constraintError[srow] += k * limit_err; + if(m_flags & BT_SLIDER_FLAGS_CFM_LIMANG) + { + info->cfm[srow] = m_cfmLimAng; + } + if(lostop == histop) + { + // limited low and high simultaneously + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else if(limit == 1) + { // low limit + info->m_lowerLimit[srow] = 0; + info->m_upperLimit[srow] = SIMD_INFINITY; + } + else + { // high limit + info->m_lowerLimit[srow] = -SIMD_INFINITY; + info->m_upperLimit[srow] = 0; + } + // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that) + btScalar bounce = btFabs(btScalar(1.0) - getDampingLimAng()); + if(bounce > btScalar(0.0)) + { + btScalar vel = m_rbA.getAngularVelocity().dot(ax1); + vel -= m_rbB.getAngularVelocity().dot(ax1); + // only apply bounce if the velocity is incoming, and if the + // resulting c[] exceeds what we already have. + if(limit == 1) + { // low limit + if(vel < 0) + { + btScalar newc = -bounce * vel; + if(newc > info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + else + { // high limit - all those computations are reversed + if(vel > 0) + { + btScalar newc = -bounce * vel; + if(newc < info->m_constraintError[srow]) + { + info->m_constraintError[srow] = newc; + } + } + } + } + info->m_constraintError[srow] *= getSoftnessLimAng(); + } // if(limit) + } // if angular limit or powered +} + + +///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). +///If no axis is provided, it uses the default axis for this constraint. +void btSliderConstraint::setParam(int num, btScalar value, int axis) +{ + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + if(axis < 1) + { + m_softnessLimLin = value; + m_flags |= BT_SLIDER_FLAGS_ERP_LIMLIN; + } + else if(axis < 3) + { + m_softnessOrthoLin = value; + m_flags |= BT_SLIDER_FLAGS_ERP_ORTLIN; + } + else if(axis == 3) + { + m_softnessLimAng = value; + m_flags |= BT_SLIDER_FLAGS_ERP_LIMANG; + } + else if(axis < 6) + { + m_softnessOrthoAng = value; + m_flags |= BT_SLIDER_FLAGS_ERP_ORTANG; + } + else + { + btAssertConstrParams(0); + } + break; + case BT_CONSTRAINT_CFM : + if(axis < 1) + { + m_cfmDirLin = value; + m_flags |= BT_SLIDER_FLAGS_CFM_DIRLIN; + } + else if(axis == 3) + { + m_cfmDirAng = value; + m_flags |= BT_SLIDER_FLAGS_CFM_DIRANG; + } + else + { + btAssertConstrParams(0); + } + break; + case BT_CONSTRAINT_STOP_CFM : + if(axis < 1) + { + m_cfmLimLin = value; + m_flags |= BT_SLIDER_FLAGS_CFM_LIMLIN; + } + else if(axis < 3) + { + m_cfmOrthoLin = value; + m_flags |= BT_SLIDER_FLAGS_CFM_ORTLIN; + } + else if(axis == 3) + { + m_cfmLimAng = value; + m_flags |= BT_SLIDER_FLAGS_CFM_LIMANG; + } + else if(axis < 6) + { + m_cfmOrthoAng = value; + m_flags |= BT_SLIDER_FLAGS_CFM_ORTANG; + } + else + { + btAssertConstrParams(0); + } + break; + } +} + +///return the local value of parameter +btScalar btSliderConstraint::getParam(int num, int axis) const +{ + btScalar retVal(SIMD_INFINITY); + switch(num) + { + case BT_CONSTRAINT_STOP_ERP : + if(axis < 1) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_ERP_LIMLIN); + retVal = m_softnessLimLin; + } + else if(axis < 3) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_ERP_ORTLIN); + retVal = m_softnessOrthoLin; + } + else if(axis == 3) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_ERP_LIMANG); + retVal = m_softnessLimAng; + } + else if(axis < 6) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_ERP_ORTANG); + retVal = m_softnessOrthoAng; + } + else + { + btAssertConstrParams(0); + } + break; + case BT_CONSTRAINT_CFM : + if(axis < 1) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_CFM_DIRLIN); + retVal = m_cfmDirLin; + } + else if(axis == 3) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_CFM_DIRANG); + retVal = m_cfmDirAng; + } + else + { + btAssertConstrParams(0); + } + break; + case BT_CONSTRAINT_STOP_CFM : + if(axis < 1) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_CFM_LIMLIN); + retVal = m_cfmLimLin; + } + else if(axis < 3) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_CFM_ORTLIN); + retVal = m_cfmOrthoLin; + } + else if(axis == 3) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_CFM_LIMANG); + retVal = m_cfmLimAng; + } + else if(axis < 6) + { + btAssertConstrParams(m_flags & BT_SLIDER_FLAGS_CFM_ORTANG); + retVal = m_cfmOrthoAng; + } + else + { + btAssertConstrParams(0); + } + break; + } + return retVal; +} + + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSliderConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btSliderConstraint.h new file mode 100644 index 00000000000..7d2a5022753 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSliderConstraint.h @@ -0,0 +1,321 @@ +/* +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. +*/ + +/* +Added by Roman Ponomarev (rponom@gmail.com) +April 04, 2008 + +TODO: + - add clamping od accumulated impulse to improve stability + - add conversion for ODE constraint solver +*/ + +#ifndef SLIDER_CONSTRAINT_H +#define SLIDER_CONSTRAINT_H + + + +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" +#include "btTypedConstraint.h" + + + +class btRigidBody; + + + +#define SLIDER_CONSTRAINT_DEF_SOFTNESS (btScalar(1.0)) +#define SLIDER_CONSTRAINT_DEF_DAMPING (btScalar(1.0)) +#define SLIDER_CONSTRAINT_DEF_RESTITUTION (btScalar(0.7)) +#define SLIDER_CONSTRAINT_DEF_CFM (btScalar(0.f)) + + +enum btSliderFlags +{ + BT_SLIDER_FLAGS_CFM_DIRLIN = (1 << 0), + BT_SLIDER_FLAGS_ERP_DIRLIN = (1 << 1), + BT_SLIDER_FLAGS_CFM_DIRANG = (1 << 2), + BT_SLIDER_FLAGS_ERP_DIRANG = (1 << 3), + BT_SLIDER_FLAGS_CFM_ORTLIN = (1 << 4), + BT_SLIDER_FLAGS_ERP_ORTLIN = (1 << 5), + BT_SLIDER_FLAGS_CFM_ORTANG = (1 << 6), + BT_SLIDER_FLAGS_ERP_ORTANG = (1 << 7), + BT_SLIDER_FLAGS_CFM_LIMLIN = (1 << 8), + BT_SLIDER_FLAGS_ERP_LIMLIN = (1 << 9), + BT_SLIDER_FLAGS_CFM_LIMANG = (1 << 10), + BT_SLIDER_FLAGS_ERP_LIMANG = (1 << 11) +}; + + +class btSliderConstraint : public btTypedConstraint +{ +protected: + ///for backwards compatibility during the transition to 'getInfo/getInfo2' + bool m_useSolveConstraintObsolete; + bool m_useOffsetForConstraintFrame; + btTransform m_frameInA; + btTransform m_frameInB; + // use frameA fo define limits, if true + bool m_useLinearReferenceFrameA; + // linear limits + btScalar m_lowerLinLimit; + btScalar m_upperLinLimit; + // angular limits + btScalar m_lowerAngLimit; + btScalar m_upperAngLimit; + // softness, restitution and damping for different cases + // DirLin - moving inside linear limits + // LimLin - hitting linear limit + // DirAng - moving inside angular limits + // LimAng - hitting angular limit + // OrthoLin, OrthoAng - against constraint axis + btScalar m_softnessDirLin; + btScalar m_restitutionDirLin; + btScalar m_dampingDirLin; + btScalar m_cfmDirLin; + + btScalar m_softnessDirAng; + btScalar m_restitutionDirAng; + btScalar m_dampingDirAng; + btScalar m_cfmDirAng; + + btScalar m_softnessLimLin; + btScalar m_restitutionLimLin; + btScalar m_dampingLimLin; + btScalar m_cfmLimLin; + + btScalar m_softnessLimAng; + btScalar m_restitutionLimAng; + btScalar m_dampingLimAng; + btScalar m_cfmLimAng; + + btScalar m_softnessOrthoLin; + btScalar m_restitutionOrthoLin; + btScalar m_dampingOrthoLin; + btScalar m_cfmOrthoLin; + + btScalar m_softnessOrthoAng; + btScalar m_restitutionOrthoAng; + btScalar m_dampingOrthoAng; + btScalar m_cfmOrthoAng; + + // for interlal use + bool m_solveLinLim; + bool m_solveAngLim; + + int m_flags; + + btJacobianEntry m_jacLin[3]; + btScalar m_jacLinDiagABInv[3]; + + btJacobianEntry m_jacAng[3]; + + btScalar m_timeStep; + btTransform m_calculatedTransformA; + btTransform m_calculatedTransformB; + + btVector3 m_sliderAxis; + btVector3 m_realPivotAInW; + btVector3 m_realPivotBInW; + btVector3 m_projPivotInW; + btVector3 m_delta; + btVector3 m_depth; + btVector3 m_relPosA; + btVector3 m_relPosB; + + btScalar m_linPos; + btScalar m_angPos; + + btScalar m_angDepth; + btScalar m_kAngle; + + bool m_poweredLinMotor; + btScalar m_targetLinMotorVelocity; + btScalar m_maxLinMotorForce; + btScalar m_accumulatedLinMotorImpulse; + + bool m_poweredAngMotor; + btScalar m_targetAngMotorVelocity; + btScalar m_maxAngMotorForce; + btScalar m_accumulatedAngMotorImpulse; + + //------------------------ + void initParams(); +public: + // constructors + btSliderConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA); + btSliderConstraint(btRigidBody& rbB, const btTransform& frameInB, bool useLinearReferenceFrameA); + + // overrides + + virtual void getInfo1 (btConstraintInfo1* info); + + void getInfo1NonVirtual(btConstraintInfo1* info); + + virtual void getInfo2 (btConstraintInfo2* info); + + void getInfo2NonVirtual(btConstraintInfo2* info, const btTransform& transA, const btTransform& transB,const btVector3& linVelA,const btVector3& linVelB, btScalar rbAinvMass,btScalar rbBinvMass); + + + // access + const btRigidBody& getRigidBodyA() const { return m_rbA; } + const btRigidBody& getRigidBodyB() const { return m_rbB; } + const btTransform & getCalculatedTransformA() const { return m_calculatedTransformA; } + const btTransform & getCalculatedTransformB() const { return m_calculatedTransformB; } + const btTransform & getFrameOffsetA() const { return m_frameInA; } + const btTransform & getFrameOffsetB() const { return m_frameInB; } + btTransform & getFrameOffsetA() { return m_frameInA; } + btTransform & getFrameOffsetB() { return m_frameInB; } + btScalar getLowerLinLimit() { return m_lowerLinLimit; } + void setLowerLinLimit(btScalar lowerLimit) { m_lowerLinLimit = lowerLimit; } + btScalar getUpperLinLimit() { return m_upperLinLimit; } + void setUpperLinLimit(btScalar upperLimit) { m_upperLinLimit = upperLimit; } + btScalar getLowerAngLimit() { return m_lowerAngLimit; } + void setLowerAngLimit(btScalar lowerLimit) { m_lowerAngLimit = btNormalizeAngle(lowerLimit); } + btScalar getUpperAngLimit() { return m_upperAngLimit; } + void setUpperAngLimit(btScalar upperLimit) { m_upperAngLimit = btNormalizeAngle(upperLimit); } + bool getUseLinearReferenceFrameA() { return m_useLinearReferenceFrameA; } + btScalar getSoftnessDirLin() { return m_softnessDirLin; } + btScalar getRestitutionDirLin() { return m_restitutionDirLin; } + btScalar getDampingDirLin() { return m_dampingDirLin ; } + btScalar getSoftnessDirAng() { return m_softnessDirAng; } + btScalar getRestitutionDirAng() { return m_restitutionDirAng; } + btScalar getDampingDirAng() { return m_dampingDirAng; } + btScalar getSoftnessLimLin() { return m_softnessLimLin; } + btScalar getRestitutionLimLin() { return m_restitutionLimLin; } + btScalar getDampingLimLin() { return m_dampingLimLin; } + btScalar getSoftnessLimAng() { return m_softnessLimAng; } + btScalar getRestitutionLimAng() { return m_restitutionLimAng; } + btScalar getDampingLimAng() { return m_dampingLimAng; } + btScalar getSoftnessOrthoLin() { return m_softnessOrthoLin; } + btScalar getRestitutionOrthoLin() { return m_restitutionOrthoLin; } + btScalar getDampingOrthoLin() { return m_dampingOrthoLin; } + btScalar getSoftnessOrthoAng() { return m_softnessOrthoAng; } + btScalar getRestitutionOrthoAng() { return m_restitutionOrthoAng; } + btScalar getDampingOrthoAng() { return m_dampingOrthoAng; } + void setSoftnessDirLin(btScalar softnessDirLin) { m_softnessDirLin = softnessDirLin; } + void setRestitutionDirLin(btScalar restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; } + void setDampingDirLin(btScalar dampingDirLin) { m_dampingDirLin = dampingDirLin; } + void setSoftnessDirAng(btScalar softnessDirAng) { m_softnessDirAng = softnessDirAng; } + void setRestitutionDirAng(btScalar restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; } + void setDampingDirAng(btScalar dampingDirAng) { m_dampingDirAng = dampingDirAng; } + void setSoftnessLimLin(btScalar softnessLimLin) { m_softnessLimLin = softnessLimLin; } + void setRestitutionLimLin(btScalar restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; } + void setDampingLimLin(btScalar dampingLimLin) { m_dampingLimLin = dampingLimLin; } + void setSoftnessLimAng(btScalar softnessLimAng) { m_softnessLimAng = softnessLimAng; } + void setRestitutionLimAng(btScalar restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; } + void setDampingLimAng(btScalar dampingLimAng) { m_dampingLimAng = dampingLimAng; } + void setSoftnessOrthoLin(btScalar softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; } + void setRestitutionOrthoLin(btScalar restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; } + void setDampingOrthoLin(btScalar dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; } + void setSoftnessOrthoAng(btScalar softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; } + void setRestitutionOrthoAng(btScalar restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; } + void setDampingOrthoAng(btScalar dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; } + void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; } + bool getPoweredLinMotor() { return m_poweredLinMotor; } + void setTargetLinMotorVelocity(btScalar targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; } + btScalar getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; } + void setMaxLinMotorForce(btScalar maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; } + btScalar getMaxLinMotorForce() { return m_maxLinMotorForce; } + void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; } + bool getPoweredAngMotor() { return m_poweredAngMotor; } + void setTargetAngMotorVelocity(btScalar targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; } + btScalar getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; } + void setMaxAngMotorForce(btScalar maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; } + btScalar getMaxAngMotorForce() { return m_maxAngMotorForce; } + btScalar getLinearPos() { return m_linPos; } + + + // access for ODE solver + bool getSolveLinLimit() { return m_solveLinLim; } + btScalar getLinDepth() { return m_depth[0]; } + bool getSolveAngLimit() { return m_solveAngLim; } + btScalar getAngDepth() { return m_angDepth; } + // shared code used by ODE solver + void calculateTransforms(const btTransform& transA,const btTransform& transB); + void testLinLimits(); + void testAngLimits(); + // access for PE Solver + btVector3 getAncorInA(); + btVector3 getAncorInB(); + // access for UseFrameOffset + bool getUseFrameOffset() { return m_useOffsetForConstraintFrame; } + void setUseFrameOffset(bool frameOffsetOnOff) { m_useOffsetForConstraintFrame = frameOffsetOnOff; } + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. + virtual void setParam(int num, btScalar value, int axis = -1); + ///return the local value of parameter + virtual btScalar getParam(int num, int axis = -1) const; + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; + + +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btSliderConstraintData +{ + btTypedConstraintData m_typeConstraintData; + btTransformFloatData m_rbAFrame; // constraint axii. Assumes z is hinge axis. + btTransformFloatData m_rbBFrame; + + float m_linearUpperLimit; + float m_linearLowerLimit; + + float m_angularUpperLimit; + float m_angularLowerLimit; + + int m_useLinearReferenceFrameA; + int m_useOffsetForConstraintFrame; + +}; + + +SIMD_FORCE_INLINE int btSliderConstraint::calculateSerializeBufferSize() const +{ + return sizeof(btSliderConstraintData); +} + + ///fills the dataBuffer and returns the struct name (and 0 on failure) +SIMD_FORCE_INLINE const char* btSliderConstraint::serialize(void* dataBuffer, btSerializer* serializer) const +{ + + btSliderConstraintData* sliderData = (btSliderConstraintData*) dataBuffer; + btTypedConstraint::serialize(&sliderData->m_typeConstraintData,serializer); + + m_frameInA.serializeFloat(sliderData->m_rbAFrame); + m_frameInB.serializeFloat(sliderData->m_rbBFrame); + + sliderData->m_linearUpperLimit = float(m_upperLinLimit); + sliderData->m_linearLowerLimit = float(m_lowerLinLimit); + + sliderData->m_angularUpperLimit = float(m_upperAngLimit); + sliderData->m_angularLowerLimit = float(m_lowerAngLimit); + + sliderData->m_useLinearReferenceFrameA = m_useLinearReferenceFrameA; + sliderData->m_useOffsetForConstraintFrame = m_useOffsetForConstraintFrame; + + return "btSliderConstraintData"; +} + + + +#endif //SLIDER_CONSTRAINT_H + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp new file mode 100644 index 00000000000..0c7dbd668bb --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp @@ -0,0 +1,255 @@ +/* +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. +*/ + + + +#include "btSolve2LinearConstraint.h" + +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btVector3.h" +#include "btJacobianEntry.h" + + +void btSolve2LinearConstraint::resolveUnilateralPairConstraint( + btRigidBody* body1, + btRigidBody* body2, + + const btMatrix3x3& world2A, + const btMatrix3x3& world2B, + + const btVector3& invInertiaADiag, + const btScalar invMassA, + const btVector3& linvelA,const btVector3& angvelA, + const btVector3& rel_posA1, + const btVector3& invInertiaBDiag, + const btScalar invMassB, + const btVector3& linvelB,const btVector3& angvelB, + const btVector3& rel_posA2, + + btScalar depthA, const btVector3& normalA, + const btVector3& rel_posB1,const btVector3& rel_posB2, + btScalar depthB, const btVector3& normalB, + btScalar& imp0,btScalar& imp1) +{ + (void)linvelA; + (void)linvelB; + (void)angvelB; + (void)angvelA; + + + + imp0 = btScalar(0.); + imp1 = btScalar(0.); + + btScalar len = btFabs(normalA.length()) - btScalar(1.); + if (btFabs(len) >= SIMD_EPSILON) + return; + + btAssert(len < SIMD_EPSILON); + + + //this jacobian entry could be re-used for all iterations + btJacobianEntry jacA(world2A,world2B,rel_posA1,rel_posA2,normalA,invInertiaADiag,invMassA, + invInertiaBDiag,invMassB); + btJacobianEntry jacB(world2A,world2B,rel_posB1,rel_posB2,normalB,invInertiaADiag,invMassA, + invInertiaBDiag,invMassB); + + //const btScalar vel0 = jacA.getRelativeVelocity(linvelA,angvelA,linvelB,angvelB); + //const btScalar vel1 = jacB.getRelativeVelocity(linvelA,angvelA,linvelB,angvelB); + + const btScalar vel0 = normalA.dot(body1->getVelocityInLocalPoint(rel_posA1)-body2->getVelocityInLocalPoint(rel_posA1)); + const btScalar vel1 = normalB.dot(body1->getVelocityInLocalPoint(rel_posB1)-body2->getVelocityInLocalPoint(rel_posB1)); + +// btScalar penetrationImpulse = (depth*contactTau*timeCorrection) * massTerm;//jacDiagABInv + btScalar massTerm = btScalar(1.) / (invMassA + invMassB); + + + // calculate rhs (or error) terms + const btScalar dv0 = depthA * m_tau * massTerm - vel0 * m_damping; + const btScalar dv1 = depthB * m_tau * massTerm - vel1 * m_damping; + + + // dC/dv * dv = -C + + // jacobian * impulse = -error + // + + //impulse = jacobianInverse * -error + + // inverting 2x2 symmetric system (offdiagonal are equal!) + // + + + btScalar nonDiag = jacA.getNonDiagonal(jacB,invMassA,invMassB); + btScalar invDet = btScalar(1.0) / (jacA.getDiagonal() * jacB.getDiagonal() - nonDiag * nonDiag ); + + //imp0 = dv0 * jacA.getDiagonal() * invDet + dv1 * -nonDiag * invDet; + //imp1 = dv1 * jacB.getDiagonal() * invDet + dv0 * - nonDiag * invDet; + + imp0 = dv0 * jacA.getDiagonal() * invDet + dv1 * -nonDiag * invDet; + imp1 = dv1 * jacB.getDiagonal() * invDet + dv0 * - nonDiag * invDet; + + //[a b] [d -c] + //[c d] inverse = (1 / determinant) * [-b a] where determinant is (ad - bc) + + //[jA nD] * [imp0] = [dv0] + //[nD jB] [imp1] [dv1] + +} + + + +void btSolve2LinearConstraint::resolveBilateralPairConstraint( + btRigidBody* body1, + btRigidBody* body2, + const btMatrix3x3& world2A, + const btMatrix3x3& world2B, + + const btVector3& invInertiaADiag, + const btScalar invMassA, + const btVector3& linvelA,const btVector3& angvelA, + const btVector3& rel_posA1, + const btVector3& invInertiaBDiag, + const btScalar invMassB, + const btVector3& linvelB,const btVector3& angvelB, + const btVector3& rel_posA2, + + btScalar depthA, const btVector3& normalA, + const btVector3& rel_posB1,const btVector3& rel_posB2, + btScalar depthB, const btVector3& normalB, + btScalar& imp0,btScalar& imp1) +{ + + (void)linvelA; + (void)linvelB; + (void)angvelA; + (void)angvelB; + + + + imp0 = btScalar(0.); + imp1 = btScalar(0.); + + btScalar len = btFabs(normalA.length()) - btScalar(1.); + if (btFabs(len) >= SIMD_EPSILON) + return; + + btAssert(len < SIMD_EPSILON); + + + //this jacobian entry could be re-used for all iterations + btJacobianEntry jacA(world2A,world2B,rel_posA1,rel_posA2,normalA,invInertiaADiag,invMassA, + invInertiaBDiag,invMassB); + btJacobianEntry jacB(world2A,world2B,rel_posB1,rel_posB2,normalB,invInertiaADiag,invMassA, + invInertiaBDiag,invMassB); + + //const btScalar vel0 = jacA.getRelativeVelocity(linvelA,angvelA,linvelB,angvelB); + //const btScalar vel1 = jacB.getRelativeVelocity(linvelA,angvelA,linvelB,angvelB); + + const btScalar vel0 = normalA.dot(body1->getVelocityInLocalPoint(rel_posA1)-body2->getVelocityInLocalPoint(rel_posA1)); + const btScalar vel1 = normalB.dot(body1->getVelocityInLocalPoint(rel_posB1)-body2->getVelocityInLocalPoint(rel_posB1)); + + // calculate rhs (or error) terms + const btScalar dv0 = depthA * m_tau - vel0 * m_damping; + const btScalar dv1 = depthB * m_tau - vel1 * m_damping; + + // dC/dv * dv = -C + + // jacobian * impulse = -error + // + + //impulse = jacobianInverse * -error + + // inverting 2x2 symmetric system (offdiagonal are equal!) + // + + + btScalar nonDiag = jacA.getNonDiagonal(jacB,invMassA,invMassB); + btScalar invDet = btScalar(1.0) / (jacA.getDiagonal() * jacB.getDiagonal() - nonDiag * nonDiag ); + + //imp0 = dv0 * jacA.getDiagonal() * invDet + dv1 * -nonDiag * invDet; + //imp1 = dv1 * jacB.getDiagonal() * invDet + dv0 * - nonDiag * invDet; + + imp0 = dv0 * jacA.getDiagonal() * invDet + dv1 * -nonDiag * invDet; + imp1 = dv1 * jacB.getDiagonal() * invDet + dv0 * - nonDiag * invDet; + + //[a b] [d -c] + //[c d] inverse = (1 / determinant) * [-b a] where determinant is (ad - bc) + + //[jA nD] * [imp0] = [dv0] + //[nD jB] [imp1] [dv1] + + if ( imp0 > btScalar(0.0)) + { + if ( imp1 > btScalar(0.0) ) + { + //both positive + } + else + { + imp1 = btScalar(0.); + + // now imp0>0 imp1<0 + imp0 = dv0 / jacA.getDiagonal(); + if ( imp0 > btScalar(0.0) ) + { + } else + { + imp0 = btScalar(0.); + } + } + } + else + { + imp0 = btScalar(0.); + + imp1 = dv1 / jacB.getDiagonal(); + if ( imp1 <= btScalar(0.0) ) + { + imp1 = btScalar(0.); + // now imp0>0 imp1<0 + imp0 = dv0 / jacA.getDiagonal(); + if ( imp0 > btScalar(0.0) ) + { + } else + { + imp0 = btScalar(0.); + } + } else + { + } + } +} + + +/* +void btSolve2LinearConstraint::resolveAngularConstraint( const btMatrix3x3& invInertiaAWS, + const btScalar invMassA, + const btVector3& linvelA,const btVector3& angvelA, + const btVector3& rel_posA1, + const btMatrix3x3& invInertiaBWS, + const btScalar invMassB, + const btVector3& linvelB,const btVector3& angvelB, + const btVector3& rel_posA2, + + btScalar depthA, const btVector3& normalA, + const btVector3& rel_posB1,const btVector3& rel_posB2, + btScalar depthB, const btVector3& normalB, + btScalar& imp0,btScalar& imp1) +{ + +} +*/ + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h new file mode 100644 index 00000000000..057d3fac827 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h @@ -0,0 +1,107 @@ +/* +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 SOLVE_2LINEAR_CONSTRAINT_H +#define SOLVE_2LINEAR_CONSTRAINT_H + +#include "LinearMath/btMatrix3x3.h" +#include "LinearMath/btVector3.h" + + +class btRigidBody; + + + +/// constraint class used for lateral tyre friction. +class btSolve2LinearConstraint +{ + btScalar m_tau; + btScalar m_damping; + +public: + + btSolve2LinearConstraint(btScalar tau,btScalar damping) + { + m_tau = tau; + m_damping = damping; + } + // + // solve unilateral constraint (equality, direct method) + // + void resolveUnilateralPairConstraint( + btRigidBody* body0, + btRigidBody* body1, + + const btMatrix3x3& world2A, + const btMatrix3x3& world2B, + + const btVector3& invInertiaADiag, + const btScalar invMassA, + const btVector3& linvelA,const btVector3& angvelA, + const btVector3& rel_posA1, + const btVector3& invInertiaBDiag, + const btScalar invMassB, + const btVector3& linvelB,const btVector3& angvelB, + const btVector3& rel_posA2, + + btScalar depthA, const btVector3& normalA, + const btVector3& rel_posB1,const btVector3& rel_posB2, + btScalar depthB, const btVector3& normalB, + btScalar& imp0,btScalar& imp1); + + + // + // solving 2x2 lcp problem (inequality, direct solution ) + // + void resolveBilateralPairConstraint( + btRigidBody* body0, + btRigidBody* body1, + const btMatrix3x3& world2A, + const btMatrix3x3& world2B, + + const btVector3& invInertiaADiag, + const btScalar invMassA, + const btVector3& linvelA,const btVector3& angvelA, + const btVector3& rel_posA1, + const btVector3& invInertiaBDiag, + const btScalar invMassB, + const btVector3& linvelB,const btVector3& angvelB, + const btVector3& rel_posA2, + + btScalar depthA, const btVector3& normalA, + const btVector3& rel_posB1,const btVector3& rel_posB2, + btScalar depthB, const btVector3& normalB, + btScalar& imp0,btScalar& imp1); + +/* + void resolveAngularConstraint( const btMatrix3x3& invInertiaAWS, + const btScalar invMassA, + const btVector3& linvelA,const btVector3& angvelA, + const btVector3& rel_posA1, + const btMatrix3x3& invInertiaBWS, + const btScalar invMassB, + const btVector3& linvelB,const btVector3& angvelB, + const btVector3& rel_posA2, + + btScalar depthA, const btVector3& normalA, + const btVector3& rel_posB1,const btVector3& rel_posB2, + btScalar depthB, const btVector3& normalB, + btScalar& imp0,btScalar& imp1); + +*/ + +}; + +#endif //SOLVE_2LINEAR_CONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSolverBody.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolverBody.h new file mode 100644 index 00000000000..8de515812ee --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolverBody.h @@ -0,0 +1,191 @@ +/* +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 BT_SOLVER_BODY_H +#define BT_SOLVER_BODY_H + +class btRigidBody; +#include "LinearMath/btVector3.h" +#include "LinearMath/btMatrix3x3.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btAlignedAllocator.h" +#include "LinearMath/btTransformUtil.h" + +///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision +#ifdef BT_USE_SSE +#define USE_SIMD 1 +#endif // + + +#ifdef USE_SIMD + +struct btSimdScalar +{ + SIMD_FORCE_INLINE btSimdScalar() + { + + } + + SIMD_FORCE_INLINE btSimdScalar(float fl) + :m_vec128 (_mm_set1_ps(fl)) + { + } + + SIMD_FORCE_INLINE btSimdScalar(__m128 v128) + :m_vec128(v128) + { + } + union + { + __m128 m_vec128; + float m_floats[4]; + int m_ints[4]; + btScalar m_unusedPadding; + }; + SIMD_FORCE_INLINE __m128 get128() + { + return m_vec128; + } + + SIMD_FORCE_INLINE const __m128 get128() const + { + return m_vec128; + } + + SIMD_FORCE_INLINE void set128(__m128 v128) + { + m_vec128 = v128; + } + + SIMD_FORCE_INLINE operator __m128() + { + return m_vec128; + } + SIMD_FORCE_INLINE operator const __m128() const + { + return m_vec128; + } + + SIMD_FORCE_INLINE operator float() const + { + return m_floats[0]; + } + +}; + +///@brief Return the elementwise product of two btSimdScalar +SIMD_FORCE_INLINE btSimdScalar +operator*(const btSimdScalar& v1, const btSimdScalar& v2) +{ + return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128())); +} + +///@brief Return the elementwise product of two btSimdScalar +SIMD_FORCE_INLINE btSimdScalar +operator+(const btSimdScalar& v1, const btSimdScalar& v2) +{ + return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128())); +} + + +#else +#define btSimdScalar btScalar +#endif + +///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance. +ATTRIBUTE_ALIGNED64 (struct) btSolverBodyObsolete +{ + BT_DECLARE_ALIGNED_ALLOCATOR(); + btVector3 m_deltaLinearVelocity; + btVector3 m_deltaAngularVelocity; + btVector3 m_angularFactor; + btVector3 m_invMass; + btRigidBody* m_originalBody; + btVector3 m_pushVelocity; + btVector3 m_turnVelocity; + + + SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const + { + if (m_originalBody) + velocity = m_originalBody->getLinearVelocity()+m_deltaLinearVelocity + (m_originalBody->getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos); + else + velocity.setValue(0,0,0); + } + + SIMD_FORCE_INLINE void getAngularVelocity(btVector3& angVel) const + { + if (m_originalBody) + angVel = m_originalBody->getAngularVelocity()+m_deltaAngularVelocity; + else + angVel.setValue(0,0,0); + } + + + //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position + SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude) + { + //if (m_invMass) + { + m_deltaLinearVelocity += linearComponent*impulseMagnitude; + m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); + } + } + + SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) + { + if (m_originalBody) + { + m_pushVelocity += linearComponent*impulseMagnitude; + m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); + } + } + + void writebackVelocity() + { + if (m_originalBody) + { + m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+ m_deltaLinearVelocity); + m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity); + + //m_originalBody->setCompanionId(-1); + } + } + + + void writebackVelocity(btScalar timeStep) + { + (void) timeStep; + if (m_originalBody) + { + m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+ m_deltaLinearVelocity); + m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity); + + //correct the position/orientation based on push/turn recovery + btTransform newTransform; + btTransformUtil::integrateTransform(m_originalBody->getWorldTransform(),m_pushVelocity,m_turnVelocity,timeStep,newTransform); + m_originalBody->setWorldTransform(newTransform); + + //m_originalBody->setCompanionId(-1); + } + } + + + +}; + +#endif //BT_SOLVER_BODY_H + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btSolverConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolverConstraint.h new file mode 100644 index 00000000000..929cf6d3ee3 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btSolverConstraint.h @@ -0,0 +1,96 @@ +/* +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 BT_SOLVER_CONSTRAINT_H +#define BT_SOLVER_CONSTRAINT_H + +class btRigidBody; +#include "LinearMath/btVector3.h" +#include "LinearMath/btMatrix3x3.h" +#include "btJacobianEntry.h" + +//#define NO_FRICTION_TANGENTIALS 1 +#include "btSolverBody.h" + + +///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints. +ATTRIBUTE_ALIGNED64 (struct) btSolverConstraint +{ + BT_DECLARE_ALIGNED_ALLOCATOR(); + + btVector3 m_relpos1CrossNormal; + btVector3 m_contactNormal; + + btVector3 m_relpos2CrossNormal; + //btVector3 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal + + btVector3 m_angularComponentA; + btVector3 m_angularComponentB; + + mutable btSimdScalar m_appliedPushImpulse; + mutable btSimdScalar m_appliedImpulse; + + + btScalar m_friction; + btScalar m_jacDiagABInv; + union + { + int m_numConsecutiveRowsPerKernel; + btScalar m_unusedPadding0; + }; + + union + { + int m_frictionIndex; + btScalar m_unusedPadding1; + }; + union + { + btRigidBody* m_solverBodyA; + btScalar m_unusedPadding2; + }; + union + { + btRigidBody* m_solverBodyB; + btScalar m_unusedPadding3; + }; + + union + { + void* m_originalContactPoint; + btScalar m_unusedPadding4; + }; + + btScalar m_rhs; + btScalar m_cfm; + btScalar m_lowerLimit; + btScalar m_upperLimit; + + btScalar m_rhsPenetration; + + enum btSolverConstraintType + { + BT_SOLVER_CONTACT_1D = 0, + BT_SOLVER_FRICTION_1D + }; +}; + +typedef btAlignedObjectArray<btSolverConstraint> btConstraintArray; + + +#endif //BT_SOLVER_CONSTRAINT_H + + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp new file mode 100644 index 00000000000..e7c94b19308 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp @@ -0,0 +1,136 @@ +/* +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. +*/ + + +#include "btTypedConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btSerializer.h" + + +#define DEFAULT_DEBUGDRAW_SIZE btScalar(0.3f) + +btTypedConstraint::btTypedConstraint(btTypedConstraintType type, btRigidBody& rbA) +:btTypedObject(type), +m_userConstraintType(-1), +m_userConstraintId(-1), +m_needsFeedback(false), +m_rbA(rbA), +m_rbB(getFixedBody()), +m_appliedImpulse(btScalar(0.)), +m_dbgDrawSize(DEFAULT_DEBUGDRAW_SIZE) +{ +} + + +btTypedConstraint::btTypedConstraint(btTypedConstraintType type, btRigidBody& rbA,btRigidBody& rbB) +:btTypedObject(type), +m_userConstraintType(-1), +m_userConstraintId(-1), +m_needsFeedback(false), +m_rbA(rbA), +m_rbB(rbB), +m_appliedImpulse(btScalar(0.)), +m_dbgDrawSize(DEFAULT_DEBUGDRAW_SIZE) +{ +} + + + + +btScalar btTypedConstraint::getMotorFactor(btScalar pos, btScalar lowLim, btScalar uppLim, btScalar vel, btScalar timeFact) +{ + if(lowLim > uppLim) + { + return btScalar(1.0f); + } + else if(lowLim == uppLim) + { + return btScalar(0.0f); + } + btScalar lim_fact = btScalar(1.0f); + btScalar delta_max = vel / timeFact; + if(delta_max < btScalar(0.0f)) + { + if((pos >= lowLim) && (pos < (lowLim - delta_max))) + { + lim_fact = (lowLim - pos) / delta_max; + } + else if(pos < lowLim) + { + lim_fact = btScalar(0.0f); + } + else + { + lim_fact = btScalar(1.0f); + } + } + else if(delta_max > btScalar(0.0f)) + { + if((pos <= uppLim) && (pos > (uppLim - delta_max))) + { + lim_fact = (uppLim - pos) / delta_max; + } + else if(pos > uppLim) + { + lim_fact = btScalar(0.0f); + } + else + { + lim_fact = btScalar(1.0f); + } + } + else + { + lim_fact = btScalar(0.0f); + } + return lim_fact; +} + +///fills the dataBuffer and returns the struct name (and 0 on failure) +const char* btTypedConstraint::serialize(void* dataBuffer, btSerializer* serializer) const +{ + btTypedConstraintData* tcd = (btTypedConstraintData*) dataBuffer; + + tcd->m_rbA = (btRigidBodyData*)serializer->getUniquePointer(&m_rbA); + tcd->m_rbB = (btRigidBodyData*)serializer->getUniquePointer(&m_rbB); + char* name = (char*) serializer->findNameForPointer(this); + tcd->m_name = (char*)serializer->getUniquePointer(name); + if (tcd->m_name) + { + serializer->serializeName(name); + } + + tcd->m_objectType = m_objectType; + tcd->m_needsFeedback = m_needsFeedback; + tcd->m_userConstraintId =m_userConstraintId; + tcd->m_userConstraintType =m_userConstraintType; + + tcd->m_appliedImpulse = float(m_appliedImpulse); + tcd->m_dbgDrawSize = float(m_dbgDrawSize ); + + tcd->m_disableCollisionsBetweenLinkedBodies = false; + + int i; + for (i=0;i<m_rbA.getNumConstraintRefs();i++) + if (m_rbA.getConstraintRef(i) == this) + tcd->m_disableCollisionsBetweenLinkedBodies = true; + for (i=0;i<m_rbB.getNumConstraintRefs();i++) + if (m_rbB.getConstraintRef(i) == this) + tcd->m_disableCollisionsBetweenLinkedBodies = true; + + return "btTypedConstraintData"; +} + + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btTypedConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btTypedConstraint.h new file mode 100644 index 00000000000..b24dc4a40ed --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btTypedConstraint.h @@ -0,0 +1,302 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2010 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 TYPED_CONSTRAINT_H +#define TYPED_CONSTRAINT_H + +class btRigidBody; +#include "LinearMath/btScalar.h" +#include "btSolverConstraint.h" +#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" + +class btSerializer; + +enum btTypedConstraintType +{ + POINT2POINT_CONSTRAINT_TYPE=MAX_CONTACT_MANIFOLD_TYPE+1, + HINGE_CONSTRAINT_TYPE, + CONETWIST_CONSTRAINT_TYPE, + D6_CONSTRAINT_TYPE, + SLIDER_CONSTRAINT_TYPE, + CONTACT_CONSTRAINT_TYPE +}; + + +enum btConstraintParams +{ + BT_CONSTRAINT_ERP=1, + BT_CONSTRAINT_STOP_ERP, + BT_CONSTRAINT_CFM, + BT_CONSTRAINT_STOP_CFM +}; + +#if 1 + #define btAssertConstrParams(_par) btAssert(_par) +#else + #define btAssertConstrParams(_par) +#endif + + +///TypedConstraint is the baseclass for Bullet constraints and vehicles +class btTypedConstraint : public btTypedObject +{ + int m_userConstraintType; + int m_userConstraintId; + bool m_needsFeedback; + + btTypedConstraint& operator=(btTypedConstraint& other) + { + btAssert(0); + (void) other; + return *this; + } + +protected: + btRigidBody& m_rbA; + btRigidBody& m_rbB; + btScalar m_appliedImpulse; + btScalar m_dbgDrawSize; + + ///internal method used by the constraint solver, don't use them directly + btScalar getMotorFactor(btScalar pos, btScalar lowLim, btScalar uppLim, btScalar vel, btScalar timeFact); + + static btRigidBody& getFixedBody() + { + static btRigidBody s_fixed(0, 0,0); + s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.))); + return s_fixed; + } + + +public: + + virtual ~btTypedConstraint() {}; + btTypedConstraint(btTypedConstraintType type, btRigidBody& rbA); + btTypedConstraint(btTypedConstraintType type, btRigidBody& rbA,btRigidBody& rbB); + + struct btConstraintInfo1 { + int m_numConstraintRows,nub; + }; + + struct btConstraintInfo2 { + // integrator parameters: frames per second (1/stepsize), default error + // reduction parameter (0..1). + btScalar fps,erp; + + // for the first and second body, pointers to two (linear and angular) + // n*3 jacobian sub matrices, stored by rows. these matrices will have + // been initialized to 0 on entry. if the second body is zero then the + // J2xx pointers may be 0. + btScalar *m_J1linearAxis,*m_J1angularAxis,*m_J2linearAxis,*m_J2angularAxis; + + // elements to jump from one row to the next in J's + int rowskip; + + // right hand sides of the equation J*v = c + cfm * lambda. cfm is the + // "constraint force mixing" vector. c is set to zero on entry, cfm is + // set to a constant value (typically very small or zero) value on entry. + btScalar *m_constraintError,*cfm; + + // lo and hi limits for variables (set to -/+ infinity on entry). + btScalar *m_lowerLimit,*m_upperLimit; + + // findex vector for variables. see the LCP solver interface for a + // description of what this does. this is set to -1 on entry. + // note that the returned indexes are relative to the first index of + // the constraint. + int *findex; + // number of solver iterations + int m_numIterations; + }; + + ///internal method used by the constraint solver, don't use them directly + virtual void buildJacobian() {}; + + ///internal method used by the constraint solver, don't use them directly + virtual void setupSolverConstraint(btConstraintArray& ca, int solverBodyA,int solverBodyB, btScalar timeStep) + { + (void)ca; + (void)solverBodyA; + (void)solverBodyB; + (void)timeStep; + } + + ///internal method used by the constraint solver, don't use them directly + virtual void getInfo1 (btConstraintInfo1* info)=0; + + ///internal method used by the constraint solver, don't use them directly + virtual void getInfo2 (btConstraintInfo2* info)=0; + + ///internal method used by the constraint solver, don't use them directly + void internalSetAppliedImpulse(btScalar appliedImpulse) + { + m_appliedImpulse = appliedImpulse; + } + ///internal method used by the constraint solver, don't use them directly + btScalar internalGetAppliedImpulse() + { + return m_appliedImpulse; + } + + ///internal method used by the constraint solver, don't use them directly + virtual void solveConstraintObsolete(btRigidBody& bodyA,btRigidBody& bodyB,btScalar timeStep) {}; + + + const btRigidBody& getRigidBodyA() const + { + return m_rbA; + } + const btRigidBody& getRigidBodyB() const + { + return m_rbB; + } + + btRigidBody& getRigidBodyA() + { + return m_rbA; + } + btRigidBody& getRigidBodyB() + { + return m_rbB; + } + + int getUserConstraintType() const + { + return m_userConstraintType ; + } + + void setUserConstraintType(int userConstraintType) + { + m_userConstraintType = userConstraintType; + }; + + void setUserConstraintId(int uid) + { + m_userConstraintId = uid; + } + + int getUserConstraintId() const + { + return m_userConstraintId; + } + + int getUid() const + { + return m_userConstraintId; + } + + bool needsFeedback() const + { + return m_needsFeedback; + } + + ///enableFeedback will allow to read the applied linear and angular impulse + ///use getAppliedImpulse, getAppliedLinearImpulse and getAppliedAngularImpulse to read feedback information + void enableFeedback(bool needsFeedback) + { + m_needsFeedback = needsFeedback; + } + + ///getAppliedImpulse is an estimated total applied impulse. + ///This feedback could be used to determine breaking constraints or playing sounds. + btScalar getAppliedImpulse() const + { + btAssert(m_needsFeedback); + return m_appliedImpulse; + } + + btTypedConstraintType getConstraintType () const + { + return btTypedConstraintType(m_objectType); + } + + void setDbgDrawSize(btScalar dbgDrawSize) + { + m_dbgDrawSize = dbgDrawSize; + } + btScalar getDbgDrawSize() + { + return m_dbgDrawSize; + } + + ///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5). + ///If no axis is provided, it uses the default axis for this constraint. + virtual void setParam(int num, btScalar value, int axis = -1) = 0; + + ///return the local value of parameter + virtual btScalar getParam(int num, int axis = -1) const = 0; + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; + +}; + +// returns angle in range [-SIMD_2_PI, SIMD_2_PI], closest to one of the limits +// all arguments should be normalized angles (i.e. in range [-SIMD_PI, SIMD_PI]) +SIMD_FORCE_INLINE btScalar btAdjustAngleToLimits(btScalar angleInRadians, btScalar angleLowerLimitInRadians, btScalar angleUpperLimitInRadians) +{ + if(angleLowerLimitInRadians >= angleUpperLimitInRadians) + { + return angleInRadians; + } + else if(angleInRadians < angleLowerLimitInRadians) + { + btScalar diffLo = btNormalizeAngle(angleLowerLimitInRadians - angleInRadians); // this is positive + btScalar diffHi = btFabs(btNormalizeAngle(angleUpperLimitInRadians - angleInRadians)); + return (diffLo < diffHi) ? angleInRadians : (angleInRadians + SIMD_2_PI); + } + else if(angleInRadians > angleUpperLimitInRadians) + { + btScalar diffHi = btNormalizeAngle(angleInRadians - angleUpperLimitInRadians); // this is positive + btScalar diffLo = btFabs(btNormalizeAngle(angleInRadians - angleLowerLimitInRadians)); + return (diffLo < diffHi) ? (angleInRadians - SIMD_2_PI) : angleInRadians; + } + else + { + return angleInRadians; + } +} + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btTypedConstraintData +{ + btRigidBodyData *m_rbA; + btRigidBodyData *m_rbB; + char *m_name; + + int m_objectType; + int m_userConstraintType; + int m_userConstraintId; + int m_needsFeedback; + + float m_appliedImpulse; + float m_dbgDrawSize; + + int m_disableCollisionsBetweenLinkedBodies; + char m_pad4[4]; + +}; + +SIMD_FORCE_INLINE int btTypedConstraint::calculateSerializeBufferSize() const +{ + return sizeof(btTypedConstraintData); +} + + + + +#endif //TYPED_CONSTRAINT_H diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp b/extern/bullet2/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp new file mode 100644 index 00000000000..3a4c2afa642 --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp @@ -0,0 +1,63 @@ +/* +Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org +Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. + +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. +*/ + + + +#include "btUniversalConstraint.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "LinearMath/btTransformUtil.h" + + + +#define UNIV_EPS btScalar(0.01f) + + +// constructor +// anchor, axis1 and axis2 are in world coordinate system +// axis1 must be orthogonal to axis2 +btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2) +: btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true), + m_anchor(anchor), + m_axis1(axis1), + m_axis2(axis2) +{ + // build frame basis + // 6DOF constraint uses Euler angles and to define limits + // it is assumed that rotational order is : + // Z - first, allowed limits are (-PI,PI); + // new position of Y - second (allowed limits are (-PI/2 + epsilon, PI/2 - epsilon), where epsilon is a small positive number + // used to prevent constraint from instability on poles; + // new position of X, allowed limits are (-PI,PI); + // So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs + // Build the frame in world coordinate system first + btVector3 zAxis = axis1.normalize(); + btVector3 yAxis = axis2.normalize(); + btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system + btTransform frameInW; + frameInW.setIdentity(); + frameInW.getBasis().setValue( xAxis[0], yAxis[0], zAxis[0], + xAxis[1], yAxis[1], zAxis[1], + xAxis[2], yAxis[2], zAxis[2]); + frameInW.setOrigin(anchor); + // now get constraint frame in local coordinate systems + m_frameInA = rbA.getCenterOfMassTransform().inverse() * frameInW; + m_frameInB = rbB.getCenterOfMassTransform().inverse() * frameInW; + // sei limits + setLinearLowerLimit(btVector3(0., 0., 0.)); + setLinearUpperLimit(btVector3(0., 0., 0.)); + setAngularLowerLimit(btVector3(0.f, -SIMD_HALF_PI + UNIV_EPS, -SIMD_PI + UNIV_EPS)); + setAngularUpperLimit(btVector3(0.f, SIMD_HALF_PI - UNIV_EPS, SIMD_PI - UNIV_EPS)); +} + diff --git a/extern/bullet2/BulletDynamics/ConstraintSolver/btUniversalConstraint.h b/extern/bullet2/BulletDynamics/ConstraintSolver/btUniversalConstraint.h new file mode 100644 index 00000000000..4e64a7d7e0e --- /dev/null +++ b/extern/bullet2/BulletDynamics/ConstraintSolver/btUniversalConstraint.h @@ -0,0 +1,60 @@ +/* +Bullet Continuous Collision Detection and Physics Library, http://bulletphysics.org +Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. + +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 UNIVERSAL_CONSTRAINT_H +#define UNIVERSAL_CONSTRAINT_H + + + +#include "LinearMath/btVector3.h" +#include "btTypedConstraint.h" +#include "btGeneric6DofConstraint.h" + + + +/// Constraint similar to ODE Universal Joint +/// has 2 rotatioonal degrees of freedom, similar to Euler rotations around Z (axis 1) +/// and Y (axis 2) +/// Description from ODE manual : +/// "Given axis 1 on body 1, and axis 2 on body 2 that is perpendicular to axis 1, it keeps them perpendicular. +/// In other words, rotation of the two bodies about the direction perpendicular to the two axes will be equal." + +class btUniversalConstraint : public btGeneric6DofConstraint +{ +protected: + btVector3 m_anchor; + btVector3 m_axis1; + btVector3 m_axis2; +public: + // constructor + // anchor, axis1 and axis2 are in world coordinate system + // axis1 must be orthogonal to axis2 + btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2); + // access + const btVector3& getAnchor() { return m_calculatedTransformA.getOrigin(); } + const btVector3& getAnchor2() { return m_calculatedTransformB.getOrigin(); } + const btVector3& getAxis1() { return m_axis1; } + const btVector3& getAxis2() { return m_axis2; } + btScalar getAngle1() { return getAngle(2); } + btScalar getAngle2() { return getAngle(1); } + // limits + void setUpperLimit(btScalar ang1max, btScalar ang2max) { setAngularUpperLimit(btVector3(0.f, ang1max, ang2max)); } + void setLowerLimit(btScalar ang1min, btScalar ang2min) { setAngularLowerLimit(btVector3(0.f, ang1min, ang2min)); } +}; + + + +#endif // UNIVERSAL_CONSTRAINT_H + diff --git a/extern/bullet2/BulletDynamics/Dynamics/Bullet-C-API.cpp b/extern/bullet2/BulletDynamics/Dynamics/Bullet-C-API.cpp new file mode 100644 index 00000000000..bd8e2748383 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/Bullet-C-API.cpp @@ -0,0 +1,405 @@ +/* +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. +*/ + +/* + Draft high-level generic physics C-API. For low-level access, use the physics SDK native API's. + Work in progress, functionality will be added on demand. + + If possible, use the richer Bullet C++ API, by including <src/btBulletDynamicsCommon.h> +*/ + +#include "Bullet-C-Api.h" +#include "btBulletDynamicsCommon.h" +#include "LinearMath/btAlignedAllocator.h" + + + +#include "LinearMath/btVector3.h" +#include "LinearMath/btScalar.h" +#include "LinearMath/btMatrix3x3.h" +#include "LinearMath/btTransform.h" +#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h" +#include "BulletCollision/CollisionShapes/btTriangleShape.h" + +#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h" +#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h" +#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h" +#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h" +#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h" +#include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h" +#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h" +#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h" +#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h" +#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h" + + +/* + Create and Delete a Physics SDK +*/ + +struct btPhysicsSdk +{ + +// btDispatcher* m_dispatcher; +// btOverlappingPairCache* m_pairCache; +// btConstraintSolver* m_constraintSolver + + btVector3 m_worldAabbMin; + btVector3 m_worldAabbMax; + + + //todo: version, hardware/optimization settings etc? + btPhysicsSdk() + :m_worldAabbMin(-1000,-1000,-1000), + m_worldAabbMax(1000,1000,1000) + { + + } + + +}; + +plPhysicsSdkHandle plNewBulletSdk() +{ + void* mem = btAlignedAlloc(sizeof(btPhysicsSdk),16); + return (plPhysicsSdkHandle)new (mem)btPhysicsSdk; +} + +void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk) +{ + btPhysicsSdk* phys = reinterpret_cast<btPhysicsSdk*>(physicsSdk); + btAlignedFree(phys); +} + + +/* Dynamics World */ +plDynamicsWorldHandle plCreateDynamicsWorld(plPhysicsSdkHandle physicsSdkHandle) +{ + btPhysicsSdk* physicsSdk = reinterpret_cast<btPhysicsSdk*>(physicsSdkHandle); + void* mem = btAlignedAlloc(sizeof(btDefaultCollisionConfiguration),16); + btDefaultCollisionConfiguration* collisionConfiguration = new (mem)btDefaultCollisionConfiguration(); + mem = btAlignedAlloc(sizeof(btCollisionDispatcher),16); + btDispatcher* dispatcher = new (mem)btCollisionDispatcher(collisionConfiguration); + mem = btAlignedAlloc(sizeof(btAxisSweep3),16); + btBroadphaseInterface* pairCache = new (mem)btAxisSweep3(physicsSdk->m_worldAabbMin,physicsSdk->m_worldAabbMax); + mem = btAlignedAlloc(sizeof(btSequentialImpulseConstraintSolver),16); + btConstraintSolver* constraintSolver = new(mem) btSequentialImpulseConstraintSolver(); + + mem = btAlignedAlloc(sizeof(btDiscreteDynamicsWorld),16); + return (plDynamicsWorldHandle) new (mem)btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration); +} +void plDeleteDynamicsWorld(plDynamicsWorldHandle world) +{ + //todo: also clean up the other allocations, axisSweep, pairCache,dispatcher,constraintSolver,collisionConfiguration + btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); + btAlignedFree(dynamicsWorld); +} + +void plStepSimulation(plDynamicsWorldHandle world, plReal timeStep) +{ + btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); + btAssert(dynamicsWorld); + dynamicsWorld->stepSimulation(timeStep); +} + +void plAddRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object) +{ + btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); + btAssert(dynamicsWorld); + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + + dynamicsWorld->addRigidBody(body); +} + +void plRemoveRigidBody(plDynamicsWorldHandle world, plRigidBodyHandle object) +{ + btDynamicsWorld* dynamicsWorld = reinterpret_cast< btDynamicsWorld* >(world); + btAssert(dynamicsWorld); + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + + dynamicsWorld->removeRigidBody(body); +} + +/* Rigid Body */ + +plRigidBodyHandle plCreateRigidBody( void* user_data, float mass, plCollisionShapeHandle cshape ) +{ + btTransform trans; + trans.setIdentity(); + btVector3 localInertia(0,0,0); + btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape); + btAssert(shape); + if (mass) + { + shape->calculateLocalInertia(mass,localInertia); + } + void* mem = btAlignedAlloc(sizeof(btRigidBody),16); + btRigidBody::btRigidBodyConstructionInfo rbci(mass, 0,shape,localInertia); + btRigidBody* body = new (mem)btRigidBody(rbci); + body->setWorldTransform(trans); + body->setUserPointer(user_data); + return (plRigidBodyHandle) body; +} + +void plDeleteRigidBody(plRigidBodyHandle cbody) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(cbody); + btAssert(body); + btAlignedFree( body); +} + + +/* Collision Shape definition */ + +plCollisionShapeHandle plNewSphereShape(plReal radius) +{ + void* mem = btAlignedAlloc(sizeof(btSphereShape),16); + return (plCollisionShapeHandle) new (mem)btSphereShape(radius); + +} + +plCollisionShapeHandle plNewBoxShape(plReal x, plReal y, plReal z) +{ + void* mem = btAlignedAlloc(sizeof(btBoxShape),16); + return (plCollisionShapeHandle) new (mem)btBoxShape(btVector3(x,y,z)); +} + +plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height) +{ + //capsule is convex hull of 2 spheres, so use btMultiSphereShape + + const int numSpheres = 2; + btVector3 positions[numSpheres] = {btVector3(0,height,0),btVector3(0,-height,0)}; + btScalar radi[numSpheres] = {radius,radius}; + void* mem = btAlignedAlloc(sizeof(btMultiSphereShape),16); + return (plCollisionShapeHandle) new (mem)btMultiSphereShape(positions,radi,numSpheres); +} +plCollisionShapeHandle plNewConeShape(plReal radius, plReal height) +{ + void* mem = btAlignedAlloc(sizeof(btConeShape),16); + return (plCollisionShapeHandle) new (mem)btConeShape(radius,height); +} + +plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height) +{ + void* mem = btAlignedAlloc(sizeof(btCylinderShape),16); + return (plCollisionShapeHandle) new (mem)btCylinderShape(btVector3(radius,height,radius)); +} + +/* Convex Meshes */ +plCollisionShapeHandle plNewConvexHullShape() +{ + void* mem = btAlignedAlloc(sizeof(btConvexHullShape),16); + return (plCollisionShapeHandle) new (mem)btConvexHullShape(); +} + + +/* Concave static triangle meshes */ +plMeshInterfaceHandle plNewMeshInterface() +{ + return 0; +} + +plCollisionShapeHandle plNewCompoundShape() +{ + void* mem = btAlignedAlloc(sizeof(btCompoundShape),16); + return (plCollisionShapeHandle) new (mem)btCompoundShape(); +} + +void plAddChildShape(plCollisionShapeHandle compoundShapeHandle,plCollisionShapeHandle childShapeHandle, plVector3 childPos,plQuaternion childOrn) +{ + btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>(compoundShapeHandle); + btAssert(colShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE); + btCompoundShape* compoundShape = reinterpret_cast<btCompoundShape*>(colShape); + btCollisionShape* childShape = reinterpret_cast<btCollisionShape*>(childShapeHandle); + btTransform localTrans; + localTrans.setIdentity(); + localTrans.setOrigin(btVector3(childPos[0],childPos[1],childPos[2])); + localTrans.setRotation(btQuaternion(childOrn[0],childOrn[1],childOrn[2],childOrn[3])); + compoundShape->addChildShape(localTrans,childShape); +} + +void plSetEuler(plReal yaw,plReal pitch,plReal roll, plQuaternion orient) +{ + btQuaternion orn; + orn.setEuler(yaw,pitch,roll); + orient[0] = orn.getX(); + orient[1] = orn.getY(); + orient[2] = orn.getZ(); + orient[3] = orn.getW(); + +} + + +// extern void plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2); +// extern plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle); + + +void plAddVertex(plCollisionShapeHandle cshape, plReal x,plReal y,plReal z) +{ + btCollisionShape* colShape = reinterpret_cast<btCollisionShape*>( cshape); + (void)colShape; + btAssert(colShape->getShapeType()==CONVEX_HULL_SHAPE_PROXYTYPE); + btConvexHullShape* convexHullShape = reinterpret_cast<btConvexHullShape*>( cshape); + convexHullShape->addPoint(btVector3(x,y,z)); + +} + +void plDeleteShape(plCollisionShapeHandle cshape) +{ + btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape); + btAssert(shape); + btAlignedFree(shape); +} +void plSetScaling(plCollisionShapeHandle cshape, plVector3 cscaling) +{ + btCollisionShape* shape = reinterpret_cast<btCollisionShape*>( cshape); + btAssert(shape); + btVector3 scaling(cscaling[0],cscaling[1],cscaling[2]); + shape->setLocalScaling(scaling); +} + + + +void plSetPosition(plRigidBodyHandle object, const plVector3 position) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + btVector3 pos(position[0],position[1],position[2]); + btTransform worldTrans = body->getWorldTransform(); + worldTrans.setOrigin(pos); + body->setWorldTransform(worldTrans); +} + +void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + btQuaternion orn(orientation[0],orientation[1],orientation[2],orientation[3]); + btTransform worldTrans = body->getWorldTransform(); + worldTrans.setRotation(orn); + body->setWorldTransform(worldTrans); +} + +void plSetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + btTransform& worldTrans = body->getWorldTransform(); + worldTrans.setFromOpenGLMatrix(matrix); +} + +void plGetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + body->getWorldTransform().getOpenGLMatrix(matrix); + +} + +void plGetPosition(plRigidBodyHandle object,plVector3 position) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + const btVector3& pos = body->getWorldTransform().getOrigin(); + position[0] = pos.getX(); + position[1] = pos.getY(); + position[2] = pos.getZ(); +} + +void plGetOrientation(plRigidBodyHandle object,plQuaternion orientation) +{ + btRigidBody* body = reinterpret_cast< btRigidBody* >(object); + btAssert(body); + const btQuaternion& orn = body->getWorldTransform().getRotation(); + orientation[0] = orn.getX(); + orientation[1] = orn.getY(); + orientation[2] = orn.getZ(); + orientation[3] = orn.getW(); +} + + + +//plRigidBodyHandle plRayCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal); + +// extern plRigidBodyHandle plObjectCast(plDynamicsWorldHandle world, const plVector3 rayStart, const plVector3 rayEnd, plVector3 hitpoint, plVector3 normal); + +double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3]) +{ + btVector3 vp(p1[0], p1[1], p1[2]); + btTriangleShape trishapeA(vp, + btVector3(p2[0], p2[1], p2[2]), + btVector3(p3[0], p3[1], p3[2])); + trishapeA.setMargin(0.000001f); + btVector3 vq(q1[0], q1[1], q1[2]); + btTriangleShape trishapeB(vq, + btVector3(q2[0], q2[1], q2[2]), + btVector3(q3[0], q3[1], q3[2])); + trishapeB.setMargin(0.000001f); + + // btVoronoiSimplexSolver sGjkSimplexSolver; + // btGjkEpaPenetrationDepthSolver penSolverPtr; + + static btSimplexSolverInterface sGjkSimplexSolver; + sGjkSimplexSolver.reset(); + + static btGjkEpaPenetrationDepthSolver Solver0; + static btMinkowskiPenetrationDepthSolver Solver1; + + btConvexPenetrationDepthSolver* Solver = NULL; + + Solver = &Solver1; + + btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,Solver); + + convexConvex.m_catchDegeneracies = 1; + + // btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,0); + + btPointCollector gjkOutput; + btGjkPairDetector::ClosestPointInput input; + + + btTransform tr; + tr.setIdentity(); + + input.m_transformA = tr; + input.m_transformB = tr; + + convexConvex.getClosestPoints(input, gjkOutput, 0); + + + if (gjkOutput.m_hasResult) + { + + pb[0] = pa[0] = gjkOutput.m_pointInWorld[0]; + pb[1] = pa[1] = gjkOutput.m_pointInWorld[1]; + pb[2] = pa[2] = gjkOutput.m_pointInWorld[2]; + + pb[0]+= gjkOutput.m_normalOnBInWorld[0] * gjkOutput.m_distance; + pb[1]+= gjkOutput.m_normalOnBInWorld[1] * gjkOutput.m_distance; + pb[2]+= gjkOutput.m_normalOnBInWorld[2] * gjkOutput.m_distance; + + normal[0] = gjkOutput.m_normalOnBInWorld[0]; + normal[1] = gjkOutput.m_normalOnBInWorld[1]; + normal[2] = gjkOutput.m_normalOnBInWorld[2]; + + return gjkOutput.m_distance; + } + return -1.0f; +} + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btActionInterface.h b/extern/bullet2/BulletDynamics/Dynamics/btActionInterface.h new file mode 100644 index 00000000000..40a07c6eae3 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btActionInterface.h @@ -0,0 +1,50 @@ +/* +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 _BT_ACTION_INTERFACE_H +#define _BT_ACTION_INTERFACE_H + +class btIDebugDraw; +class btCollisionWorld; + +#include "LinearMath/btScalar.h" +#include "btRigidBody.h" + +///Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWorld +class btActionInterface +{ +protected: + + static btRigidBody& getFixedBody() + { + static btRigidBody s_fixed(0, 0,0); + s_fixed.setMassProps(btScalar(0.),btVector3(btScalar(0.),btScalar(0.),btScalar(0.))); + return s_fixed; + } + +public: + + virtual ~btActionInterface() + { + } + + virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTimeStep)=0; + + virtual void debugDraw(btIDebugDraw* debugDrawer) = 0; + +}; + +#endif //_BT_ACTION_INTERFACE_H + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp b/extern/bullet2/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp new file mode 100644 index 00000000000..23501c4435e --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp @@ -0,0 +1,196 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2007 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. +*/ + + +#include "btContinuousDynamicsWorld.h" +#include "LinearMath/btQuickprof.h" + +//collision detection +#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" +#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" +#include "BulletCollision/CollisionShapes/btCollisionShape.h" +#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" + +//rigidbody & constraints +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" +#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" +#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" + + + +#include <stdio.h> + +btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration) +:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration) +{ +} + +btContinuousDynamicsWorld::~btContinuousDynamicsWorld() +{ +} + + +void btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep) +{ + + startProfiling(timeStep); + + if(0 != m_internalPreTickCallback) { + (*m_internalPreTickCallback)(this, timeStep); + } + + + ///update aabbs information + updateAabbs(); + //static int frame=0; +// printf("frame %d\n",frame++); + + ///apply gravity, predict motion + predictUnconstraintMotion(timeStep); + + btDispatcherInfo& dispatchInfo = getDispatchInfo(); + + dispatchInfo.m_timeStep = timeStep; + dispatchInfo.m_stepCount = 0; + dispatchInfo.m_debugDraw = getDebugDrawer(); + + ///perform collision detection + performDiscreteCollisionDetection(); + + calculateSimulationIslands(); + + + getSolverInfo().m_timeStep = timeStep; + + + + ///solve contact and other joint constraints + solveConstraints(getSolverInfo()); + + ///CallbackTriggers(); + calculateTimeOfImpacts(timeStep); + + btScalar toi = dispatchInfo.m_timeOfImpact; +// if (toi < 1.f) +// printf("toi = %f\n",toi); + if (toi < 0.f) + printf("toi = %f\n",toi); + + + ///integrate transforms + integrateTransforms(timeStep * toi); + + ///update vehicle simulation + updateActions(timeStep); + + updateActivationState( timeStep ); + + if(0 != m_internalTickCallback) { + (*m_internalTickCallback)(this, timeStep); + } +} + +void btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep) +{ + ///these should be 'temporal' aabbs! + updateTemporalAabbs(timeStep); + + ///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually. + ///so we handle the case moving versus static properly, and we cheat for moving versus moving + btScalar toi = 1.f; + + + btDispatcherInfo& dispatchInfo = getDispatchInfo(); + dispatchInfo.m_timeStep = timeStep; + dispatchInfo.m_timeOfImpact = 1.f; + dispatchInfo.m_stepCount = 0; + dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS; + + ///calculate time of impact for overlapping pairs + + + btDispatcher* dispatcher = getDispatcher(); + if (dispatcher) + dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1); + + toi = dispatchInfo.m_timeOfImpact; + + dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE; + +} + +void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep) +{ + + btVector3 temporalAabbMin,temporalAabbMax; + + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + { + body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax); + const btVector3& linvel = body->getLinearVelocity(); + + //make the AABB temporal + btScalar temporalAabbMaxx = temporalAabbMax.getX(); + btScalar temporalAabbMaxy = temporalAabbMax.getY(); + btScalar temporalAabbMaxz = temporalAabbMax.getZ(); + btScalar temporalAabbMinx = temporalAabbMin.getX(); + btScalar temporalAabbMiny = temporalAabbMin.getY(); + btScalar temporalAabbMinz = temporalAabbMin.getZ(); + + // add linear motion + btVector3 linMotion = linvel*timeStep; + + if (linMotion.x() > 0.f) + temporalAabbMaxx += linMotion.x(); + else + temporalAabbMinx += linMotion.x(); + if (linMotion.y() > 0.f) + temporalAabbMaxy += linMotion.y(); + else + temporalAabbMiny += linMotion.y(); + if (linMotion.z() > 0.f) + temporalAabbMaxz += linMotion.z(); + else + temporalAabbMinz += linMotion.z(); + + //add conservative angular motion + btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep; + btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion); + temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz); + temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz); + + temporalAabbMin -= angularMotion3d; + temporalAabbMax += angularMotion3d; + + m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1); + } + } + + //update aabb (of all moved objects) + + m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1); + + + +} + + + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btContinuousDynamicsWorld.h b/extern/bullet2/BulletDynamics/Dynamics/btContinuousDynamicsWorld.h new file mode 100644 index 00000000000..61c8dea03eb --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btContinuousDynamicsWorld.h @@ -0,0 +1,46 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2007 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 BT_CONTINUOUS_DYNAMICS_WORLD_H +#define BT_CONTINUOUS_DYNAMICS_WORLD_H + +#include "btDiscreteDynamicsWorld.h" + +///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld. +///This copes with fast moving objects that otherwise would tunnel/miss collisions. +///Under construction, don't use yet! Please use btDiscreteDynamicsWorld instead. +class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld +{ + + void updateTemporalAabbs(btScalar timeStep); + + public: + + btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); + virtual ~btContinuousDynamicsWorld(); + + ///time stepping with calculation of time of impact for selected fast moving objects + virtual void internalSingleStepSimulation( btScalar timeStep); + + virtual void calculateTimeOfImpacts(btScalar timeStep); + + virtual btDynamicsWorldType getWorldType() const + { + return BT_CONTINUOUS_DYNAMICS_WORLD; + } + +}; + +#endif //BT_CONTINUOUS_DYNAMICS_WORLD_H diff --git a/extern/bullet2/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp b/extern/bullet2/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp new file mode 100644 index 00000000000..a88ed1cafa8 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp @@ -0,0 +1,1161 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org + +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. +*/ + + +#include "btDiscreteDynamicsWorld.h" + +//collision detection +#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" +#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" +#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" +#include "BulletCollision/CollisionShapes/btCollisionShape.h" +#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" +#include "LinearMath/btTransformUtil.h" +#include "LinearMath/btQuickprof.h" + +//rigidbody & constraints +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" +#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" +#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" +#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h" +#include "BulletDynamics/ConstraintSolver/btHingeConstraint.h" +#include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h" +#include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h" +#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h" + +#include "LinearMath/btIDebugDraw.h" +#include "BulletCollision/CollisionShapes/btSphereShape.h" + + +#include "BulletDynamics/Dynamics/btActionInterface.h" +#include "LinearMath/btQuickprof.h" +#include "LinearMath/btMotionState.h" + +#include "LinearMath/btSerializer.h" + + + +btDiscreteDynamicsWorld::btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration) +:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration), +m_constraintSolver(constraintSolver), +m_gravity(0,-10,0), +m_localTime(btScalar(1.)/btScalar(60.)), +m_synchronizeAllMotionStates(false), +m_profileTimings(0) +{ + if (!m_constraintSolver) + { + void* mem = btAlignedAlloc(sizeof(btSequentialImpulseConstraintSolver),16); + m_constraintSolver = new (mem) btSequentialImpulseConstraintSolver; + m_ownsConstraintSolver = true; + } else + { + m_ownsConstraintSolver = false; + } + + { + void* mem = btAlignedAlloc(sizeof(btSimulationIslandManager),16); + m_islandManager = new (mem) btSimulationIslandManager(); + } + + m_ownsIslandManager = true; +} + + +btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld() +{ + //only delete it when we created it + if (m_ownsIslandManager) + { + m_islandManager->~btSimulationIslandManager(); + btAlignedFree( m_islandManager); + } + if (m_ownsConstraintSolver) + { + + m_constraintSolver->~btConstraintSolver(); + btAlignedFree(m_constraintSolver); + } +} + +void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep) +{ +///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows +///to switch status _after_ adding kinematic objects to the world +///fix it for Bullet 3.x release + for (int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body && body->getActivationState() != ISLAND_SLEEPING) + { + if (body->isKinematicObject()) + { + //to calculate velocities next frame + body->saveKinematicState(timeStep); + } + } + } + +} + +void btDiscreteDynamicsWorld::debugDrawWorld() +{ + BT_PROFILE("debugDrawWorld"); + + btCollisionWorld::debugDrawWorld(); + + bool drawConstraints = false; + if (getDebugDrawer()) + { + int mode = getDebugDrawer()->getDebugMode(); + if(mode & (btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits)) + { + drawConstraints = true; + } + } + if(drawConstraints) + { + for(int i = getNumConstraints()-1; i>=0 ;i--) + { + btTypedConstraint* constraint = getConstraint(i); + debugDrawConstraint(constraint); + } + } + + + + if (getDebugDrawer() && getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawAabb)) + { + int i; + + if (getDebugDrawer() && getDebugDrawer()->getDebugMode()) + { + for (i=0;i<m_actions.size();i++) + { + m_actions[i]->debugDraw(m_debugDrawer); + } + } + } +} + +void btDiscreteDynamicsWorld::clearForces() +{ + ///@todo: iterate over awake simulation islands! + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + //need to check if next line is ok + //it might break backward compatibility (people applying forces on sleeping objects get never cleared and accumulate on wake-up + body->clearForces(); + } +} + +///apply gravity, call this once per timestep +void btDiscreteDynamicsWorld::applyGravity() +{ + ///@todo: iterate over awake simulation islands! + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + if (body->isActive()) + { + body->applyGravity(); + } + } +} + + +void btDiscreteDynamicsWorld::synchronizeSingleMotionState(btRigidBody* body) +{ + btAssert(body); + + if (body->getMotionState() && !body->isStaticOrKinematicObject()) + { + //we need to call the update at least once, even for sleeping objects + //otherwise the 'graphics' transform never updates properly + ///@todo: add 'dirty' flag + //if (body->getActivationState() != ISLAND_SLEEPING) + { + btTransform interpolatedTransform; + btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(), + body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),m_localTime*body->getHitFraction(),interpolatedTransform); + body->getMotionState()->setWorldTransform(interpolatedTransform); + } + } +} + + +void btDiscreteDynamicsWorld::synchronizeMotionStates() +{ + BT_PROFILE("synchronizeMotionStates"); + if (m_synchronizeAllMotionStates) + { + //iterate over all collision objects + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + synchronizeSingleMotionState(body); + } + } else + { + //iterate over all active rigid bodies + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + if (body->isActive()) + synchronizeSingleMotionState(body); + } + } +} + + +int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep) +{ + startProfiling(timeStep); + + BT_PROFILE("stepSimulation"); + + int numSimulationSubSteps = 0; + + if (maxSubSteps) + { + //fixed timestep with interpolation + m_localTime += timeStep; + if (m_localTime >= fixedTimeStep) + { + numSimulationSubSteps = int( m_localTime / fixedTimeStep); + m_localTime -= numSimulationSubSteps * fixedTimeStep; + } + } else + { + //variable timestep + fixedTimeStep = timeStep; + m_localTime = timeStep; + if (btFuzzyZero(timeStep)) + { + numSimulationSubSteps = 0; + maxSubSteps = 0; + } else + { + numSimulationSubSteps = 1; + maxSubSteps = 1; + } + } + + //process some debugging flags + if (getDebugDrawer()) + { + btIDebugDraw* debugDrawer = getDebugDrawer (); + gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0; + } + if (numSimulationSubSteps) + { + + //clamp the number of substeps, to prevent simulation grinding spiralling down to a halt + int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps)? maxSubSteps : numSimulationSubSteps; + + saveKinematicState(fixedTimeStep*clampedSimulationSteps); + + applyGravity(); + + + + for (int i=0;i<clampedSimulationSteps;i++) + { + internalSingleStepSimulation(fixedTimeStep); + synchronizeMotionStates(); + } + + } else + { + synchronizeMotionStates(); + } + + clearForces(); + +#ifndef BT_NO_PROFILE + CProfileManager::Increment_Frame_Counter(); +#endif //BT_NO_PROFILE + + return numSimulationSubSteps; +} + +void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep) +{ + + BT_PROFILE("internalSingleStepSimulation"); + + if(0 != m_internalPreTickCallback) { + (*m_internalPreTickCallback)(this, timeStep); + } + + ///apply gravity, predict motion + predictUnconstraintMotion(timeStep); + + btDispatcherInfo& dispatchInfo = getDispatchInfo(); + + dispatchInfo.m_timeStep = timeStep; + dispatchInfo.m_stepCount = 0; + dispatchInfo.m_debugDraw = getDebugDrawer(); + + ///perform collision detection + performDiscreteCollisionDetection(); + + calculateSimulationIslands(); + + + getSolverInfo().m_timeStep = timeStep; + + + + ///solve contact and other joint constraints + solveConstraints(getSolverInfo()); + + ///CallbackTriggers(); + + ///integrate transforms + integrateTransforms(timeStep); + + ///update vehicle simulation + updateActions(timeStep); + + updateActivationState( timeStep ); + + if(0 != m_internalTickCallback) { + (*m_internalTickCallback)(this, timeStep); + } +} + +void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity) +{ + m_gravity = gravity; + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + if (body->isActive() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY)) + { + body->setGravity(gravity); + } + } +} + +btVector3 btDiscreteDynamicsWorld::getGravity () const +{ + return m_gravity; +} + +void btDiscreteDynamicsWorld::addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup,short int collisionFilterMask) +{ + btCollisionWorld::addCollisionObject(collisionObject,collisionFilterGroup,collisionFilterMask); +} + +void btDiscreteDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject) +{ + btRigidBody* body = btRigidBody::upcast(collisionObject); + if (body) + removeRigidBody(body); + else + btCollisionWorld::removeCollisionObject(collisionObject); +} + +void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body) +{ + m_nonStaticRigidBodies.remove(body); + btCollisionWorld::removeCollisionObject(body); +} + + +void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body) +{ + if (!body->isStaticOrKinematicObject() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY)) + { + body->setGravity(m_gravity); + } + + if (body->getCollisionShape()) + { + if (!body->isStaticObject()) + { + m_nonStaticRigidBodies.push_back(body); + } else + { + body->setActivationState(ISLAND_SLEEPING); + } + + bool isDynamic = !(body->isStaticObject() || body->isKinematicObject()); + short collisionFilterGroup = isDynamic? short(btBroadphaseProxy::DefaultFilter) : short(btBroadphaseProxy::StaticFilter); + short collisionFilterMask = isDynamic? short(btBroadphaseProxy::AllFilter) : short(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter); + + addCollisionObject(body,collisionFilterGroup,collisionFilterMask); + } +} + +void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, short group, short mask) +{ + if (!body->isStaticOrKinematicObject() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY)) + { + body->setGravity(m_gravity); + } + + if (body->getCollisionShape()) + { + if (!body->isStaticObject()) + { + m_nonStaticRigidBodies.push_back(body); + } + else + { + body->setActivationState(ISLAND_SLEEPING); + } + addCollisionObject(body,group,mask); + } +} + + +void btDiscreteDynamicsWorld::updateActions(btScalar timeStep) +{ + BT_PROFILE("updateActions"); + + for ( int i=0;i<m_actions.size();i++) + { + m_actions[i]->updateAction( this, timeStep); + } +} + + +void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep) +{ + BT_PROFILE("updateActivationState"); + + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + if (body) + { + body->updateDeactivation(timeStep); + + if (body->wantsSleeping()) + { + if (body->isStaticOrKinematicObject()) + { + body->setActivationState(ISLAND_SLEEPING); + } else + { + if (body->getActivationState() == ACTIVE_TAG) + body->setActivationState( WANTS_DEACTIVATION ); + if (body->getActivationState() == ISLAND_SLEEPING) + { + body->setAngularVelocity(btVector3(0,0,0)); + body->setLinearVelocity(btVector3(0,0,0)); + } + + } + } else + { + if (body->getActivationState() != DISABLE_DEACTIVATION) + body->setActivationState( ACTIVE_TAG ); + } + } + } +} + +void btDiscreteDynamicsWorld::addConstraint(btTypedConstraint* constraint,bool disableCollisionsBetweenLinkedBodies) +{ + m_constraints.push_back(constraint); + if (disableCollisionsBetweenLinkedBodies) + { + constraint->getRigidBodyA().addConstraintRef(constraint); + constraint->getRigidBodyB().addConstraintRef(constraint); + } +} + +void btDiscreteDynamicsWorld::removeConstraint(btTypedConstraint* constraint) +{ + m_constraints.remove(constraint); + constraint->getRigidBodyA().removeConstraintRef(constraint); + constraint->getRigidBodyB().removeConstraintRef(constraint); +} + +void btDiscreteDynamicsWorld::addAction(btActionInterface* action) +{ + m_actions.push_back(action); +} + +void btDiscreteDynamicsWorld::removeAction(btActionInterface* action) +{ + m_actions.remove(action); +} + + +void btDiscreteDynamicsWorld::addVehicle(btActionInterface* vehicle) +{ + addAction(vehicle); +} + +void btDiscreteDynamicsWorld::removeVehicle(btActionInterface* vehicle) +{ + removeAction(vehicle); +} + +void btDiscreteDynamicsWorld::addCharacter(btActionInterface* character) +{ + addAction(character); +} + +void btDiscreteDynamicsWorld::removeCharacter(btActionInterface* character) +{ + removeAction(character); +} + + +SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs) +{ + int islandId; + + const btCollisionObject& rcolObj0 = lhs->getRigidBodyA(); + const btCollisionObject& rcolObj1 = lhs->getRigidBodyB(); + islandId= rcolObj0.getIslandTag()>=0?rcolObj0.getIslandTag():rcolObj1.getIslandTag(); + return islandId; + +} + + +class btSortConstraintOnIslandPredicate +{ + public: + + bool operator() ( const btTypedConstraint* lhs, const btTypedConstraint* rhs ) + { + int rIslandId0,lIslandId0; + rIslandId0 = btGetConstraintIslandId(rhs); + lIslandId0 = btGetConstraintIslandId(lhs); + return lIslandId0 < rIslandId0; + } +}; + + + +void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo) +{ + BT_PROFILE("solveConstraints"); + + struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback + { + + btContactSolverInfo& m_solverInfo; + btConstraintSolver* m_solver; + btTypedConstraint** m_sortedConstraints; + int m_numConstraints; + btIDebugDraw* m_debugDrawer; + btStackAlloc* m_stackAlloc; + btDispatcher* m_dispatcher; + + btAlignedObjectArray<btCollisionObject*> m_bodies; + btAlignedObjectArray<btPersistentManifold*> m_manifolds; + btAlignedObjectArray<btTypedConstraint*> m_constraints; + + + InplaceSolverIslandCallback( + btContactSolverInfo& solverInfo, + btConstraintSolver* solver, + btTypedConstraint** sortedConstraints, + int numConstraints, + btIDebugDraw* debugDrawer, + btStackAlloc* stackAlloc, + btDispatcher* dispatcher) + :m_solverInfo(solverInfo), + m_solver(solver), + m_sortedConstraints(sortedConstraints), + m_numConstraints(numConstraints), + m_debugDrawer(debugDrawer), + m_stackAlloc(stackAlloc), + m_dispatcher(dispatcher) + { + + } + + + InplaceSolverIslandCallback& operator=(InplaceSolverIslandCallback& other) + { + btAssert(0); + (void)other; + return *this; + } + virtual void ProcessIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId) + { + if (islandId<0) + { + if (numManifolds + m_numConstraints) + { + ///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id + m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); + } + } else + { + //also add all non-contact constraints/joints for this island + btTypedConstraint** startConstraint = 0; + int numCurConstraints = 0; + int i; + + //find the first constraint for this island + for (i=0;i<m_numConstraints;i++) + { + if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId) + { + startConstraint = &m_sortedConstraints[i]; + break; + } + } + //count the number of constraints in this island + for (;i<m_numConstraints;i++) + { + if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId) + { + numCurConstraints++; + } + } + + if (m_solverInfo.m_minimumSolverBatchSize<=1) + { + ///only call solveGroup if there is some work: avoid virtual function call, its overhead can be excessive + if (numManifolds + numCurConstraints) + { + m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); + } + } else + { + + for (i=0;i<numBodies;i++) + m_bodies.push_back(bodies[i]); + for (i=0;i<numManifolds;i++) + m_manifolds.push_back(manifolds[i]); + for (i=0;i<numCurConstraints;i++) + m_constraints.push_back(startConstraint[i]); + if ((m_constraints.size()+m_manifolds.size())>m_solverInfo.m_minimumSolverBatchSize) + { + processConstraints(); + } else + { + //printf("deferred\n"); + } + } + } + } + void processConstraints() + { + if (m_manifolds.size() + m_constraints.size()>0) + { + m_solver->solveGroup( &m_bodies[0],m_bodies.size(), &m_manifolds[0], m_manifolds.size(), &m_constraints[0], m_constraints.size() ,m_solverInfo,m_debugDrawer,m_stackAlloc,m_dispatcher); + } + m_bodies.resize(0); + m_manifolds.resize(0); + m_constraints.resize(0); + + } + + }; + + + + //sorted version of all btTypedConstraint, based on islandId + btAlignedObjectArray<btTypedConstraint*> sortedConstraints; + sortedConstraints.resize( m_constraints.size()); + int i; + for (i=0;i<getNumConstraints();i++) + { + sortedConstraints[i] = m_constraints[i]; + } + +// btAssert(0); + + + + sortedConstraints.quickSort(btSortConstraintOnIslandPredicate()); + + btTypedConstraint** constraintsPtr = getNumConstraints() ? &sortedConstraints[0] : 0; + + InplaceSolverIslandCallback solverCallback( solverInfo, m_constraintSolver, constraintsPtr,sortedConstraints.size(), m_debugDrawer,m_stackAlloc,m_dispatcher1); + + m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds()); + + /// solve all the constraints for this island + m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),&solverCallback); + + solverCallback.processConstraints(); + + m_constraintSolver->allSolved(solverInfo, m_debugDrawer, m_stackAlloc); +} + + + + +void btDiscreteDynamicsWorld::calculateSimulationIslands() +{ + BT_PROFILE("calculateSimulationIslands"); + + getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher()); + + { + int i; + int numConstraints = int(m_constraints.size()); + for (i=0;i< numConstraints ; i++ ) + { + btTypedConstraint* constraint = m_constraints[i]; + + const btRigidBody* colObj0 = &constraint->getRigidBodyA(); + const btRigidBody* colObj1 = &constraint->getRigidBodyB(); + + if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) && + ((colObj1) && (!(colObj1)->isStaticOrKinematicObject()))) + { + if (colObj0->isActive() || colObj1->isActive()) + { + + getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(), + (colObj1)->getIslandTag()); + } + } + } + } + + //Store the island id in each body + getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld()); + + +} + + + + +class btClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback +{ + btCollisionObject* m_me; + btScalar m_allowedPenetration; + btOverlappingPairCache* m_pairCache; + btDispatcher* m_dispatcher; + + +public: + btClosestNotMeConvexResultCallback (btCollisionObject* me,const btVector3& fromA,const btVector3& toA,btOverlappingPairCache* pairCache,btDispatcher* dispatcher) : + btCollisionWorld::ClosestConvexResultCallback(fromA,toA), + m_me(me), + m_allowedPenetration(0.0f), + m_pairCache(pairCache), + m_dispatcher(dispatcher) + { + } + + virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace) + { + if (convexResult.m_hitCollisionObject == m_me) + return 1.0f; + + //ignore result if there is no contact response + if(!convexResult.m_hitCollisionObject->hasContactResponse()) + return 1.0f; + + btVector3 linVelA,linVelB; + linVelA = m_convexToWorld-m_convexFromWorld; + linVelB = btVector3(0,0,0);//toB.getOrigin()-fromB.getOrigin(); + + btVector3 relativeVelocity = (linVelA-linVelB); + //don't report time of impact for motion away from the contact normal (or causes minor penetration) + if (convexResult.m_hitNormalLocal.dot(relativeVelocity)>=-m_allowedPenetration) + return 1.f; + + return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace); + } + + virtual bool needsCollision(btBroadphaseProxy* proxy0) const + { + //don't collide with itself + if (proxy0->m_clientObject == m_me) + return false; + + ///don't do CCD when the collision filters are not matching + if (!ClosestConvexResultCallback::needsCollision(proxy0)) + return false; + + btCollisionObject* otherObj = (btCollisionObject*) proxy0->m_clientObject; + + //call needsResponse, see http://code.google.com/p/bullet/issues/detail?id=179 + if (m_dispatcher->needsResponse(m_me,otherObj)) + { + ///don't do CCD when there are already contact points (touching contact/penetration) + btAlignedObjectArray<btPersistentManifold*> manifoldArray; + btBroadphasePair* collisionPair = m_pairCache->findPair(m_me->getBroadphaseHandle(),proxy0); + if (collisionPair) + { + if (collisionPair->m_algorithm) + { + manifoldArray.resize(0); + collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); + for (int j=0;j<manifoldArray.size();j++) + { + btPersistentManifold* manifold = manifoldArray[j]; + if (manifold->getNumContacts()>0) + return false; + } + } + } + } + return true; + } + + +}; + +///internal debugging variable. this value shouldn't be too high +int gNumClampedCcdMotions=0; + +//#include "stdio.h" +void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep) +{ + BT_PROFILE("integrateTransforms"); + btTransform predictedTrans; + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + body->setHitFraction(1.f); + + if (body->isActive() && (!body->isStaticOrKinematicObject())) + { + body->predictIntegratedTransform(timeStep, predictedTrans); + btScalar squareMotion = (predictedTrans.getOrigin()-body->getWorldTransform().getOrigin()).length2(); + + if (body->getCcdSquareMotionThreshold() && body->getCcdSquareMotionThreshold() < squareMotion) + { + BT_PROFILE("CCD motion clamping"); + if (body->getCollisionShape()->isConvex()) + { + gNumClampedCcdMotions++; + + btClosestNotMeConvexResultCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache(),getDispatcher()); + //btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape()); + btSphereShape tmpSphere(body->getCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape()); + + sweepResults.m_collisionFilterGroup = body->getBroadphaseProxy()->m_collisionFilterGroup; + sweepResults.m_collisionFilterMask = body->getBroadphaseProxy()->m_collisionFilterMask; + + convexSweepTest(&tmpSphere,body->getWorldTransform(),predictedTrans,sweepResults); + if (sweepResults.hasHit() && (sweepResults.m_closestHitFraction < 1.f)) + { + body->setHitFraction(sweepResults.m_closestHitFraction); + body->predictIntegratedTransform(timeStep*body->getHitFraction(), predictedTrans); + body->setHitFraction(0.f); +// printf("clamped integration to hit fraction = %f\n",fraction); + } + } + } + + body->proceedToTransform( predictedTrans); + } + } +} + + + + + +void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep) +{ + BT_PROFILE("predictUnconstraintMotion"); + for ( int i=0;i<m_nonStaticRigidBodies.size();i++) + { + btRigidBody* body = m_nonStaticRigidBodies[i]; + if (!body->isStaticOrKinematicObject()) + { + body->integrateVelocities( timeStep); + //damping + body->applyDamping(timeStep); + + body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform()); + } + } +} + + +void btDiscreteDynamicsWorld::startProfiling(btScalar timeStep) +{ + (void)timeStep; + +#ifndef BT_NO_PROFILE + CProfileManager::Reset(); +#endif //BT_NO_PROFILE + +} + + + + + + +void btDiscreteDynamicsWorld::debugDrawConstraint(btTypedConstraint* constraint) +{ + bool drawFrames = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawConstraints) != 0; + bool drawLimits = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawConstraintLimits) != 0; + btScalar dbgDrawSize = constraint->getDbgDrawSize(); + if(dbgDrawSize <= btScalar(0.f)) + { + return; + } + + switch(constraint->getConstraintType()) + { + case POINT2POINT_CONSTRAINT_TYPE: + { + btPoint2PointConstraint* p2pC = (btPoint2PointConstraint*)constraint; + btTransform tr; + tr.setIdentity(); + btVector3 pivot = p2pC->getPivotInA(); + pivot = p2pC->getRigidBodyA().getCenterOfMassTransform() * pivot; + tr.setOrigin(pivot); + getDebugDrawer()->drawTransform(tr, dbgDrawSize); + // that ideally should draw the same frame + pivot = p2pC->getPivotInB(); + pivot = p2pC->getRigidBodyB().getCenterOfMassTransform() * pivot; + tr.setOrigin(pivot); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + } + break; + case HINGE_CONSTRAINT_TYPE: + { + btHingeConstraint* pHinge = (btHingeConstraint*)constraint; + btTransform tr = pHinge->getRigidBodyA().getCenterOfMassTransform() * pHinge->getAFrame(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + tr = pHinge->getRigidBodyB().getCenterOfMassTransform() * pHinge->getBFrame(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + btScalar minAng = pHinge->getLowerLimit(); + btScalar maxAng = pHinge->getUpperLimit(); + if(minAng == maxAng) + { + break; + } + bool drawSect = true; + if(minAng > maxAng) + { + minAng = btScalar(0.f); + maxAng = SIMD_2_PI; + drawSect = false; + } + if(drawLimits) + { + btVector3& center = tr.getOrigin(); + btVector3 normal = tr.getBasis().getColumn(2); + btVector3 axis = tr.getBasis().getColumn(0); + getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, minAng, maxAng, btVector3(0,0,0), drawSect); + } + } + break; + case CONETWIST_CONSTRAINT_TYPE: + { + btConeTwistConstraint* pCT = (btConeTwistConstraint*)constraint; + btTransform tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + if(drawLimits) + { + //const btScalar length = btScalar(5); + const btScalar length = dbgDrawSize; + static int nSegments = 8*4; + btScalar fAngleInRadians = btScalar(2.*3.1415926) * (btScalar)(nSegments-1)/btScalar(nSegments); + btVector3 pPrev = pCT->GetPointForAngle(fAngleInRadians, length); + pPrev = tr * pPrev; + for (int i=0; i<nSegments; i++) + { + fAngleInRadians = btScalar(2.*3.1415926) * (btScalar)i/btScalar(nSegments); + btVector3 pCur = pCT->GetPointForAngle(fAngleInRadians, length); + pCur = tr * pCur; + getDebugDrawer()->drawLine(pPrev, pCur, btVector3(0,0,0)); + + if (i%(nSegments/8) == 0) + getDebugDrawer()->drawLine(tr.getOrigin(), pCur, btVector3(0,0,0)); + + pPrev = pCur; + } + btScalar tws = pCT->getTwistSpan(); + btScalar twa = pCT->getTwistAngle(); + bool useFrameB = (pCT->getRigidBodyB().getInvMass() > btScalar(0.f)); + if(useFrameB) + { + tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame(); + } + else + { + tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame(); + } + btVector3 pivot = tr.getOrigin(); + btVector3 normal = tr.getBasis().getColumn(0); + btVector3 axis1 = tr.getBasis().getColumn(1); + getDebugDrawer()->drawArc(pivot, normal, axis1, dbgDrawSize, dbgDrawSize, -twa-tws, -twa+tws, btVector3(0,0,0), true); + + } + } + break; + case D6_CONSTRAINT_TYPE: + { + btGeneric6DofConstraint* p6DOF = (btGeneric6DofConstraint*)constraint; + btTransform tr = p6DOF->getCalculatedTransformA(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + tr = p6DOF->getCalculatedTransformB(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + if(drawLimits) + { + tr = p6DOF->getCalculatedTransformA(); + const btVector3& center = p6DOF->getCalculatedTransformB().getOrigin(); + btVector3 up = tr.getBasis().getColumn(2); + btVector3 axis = tr.getBasis().getColumn(0); + btScalar minTh = p6DOF->getRotationalLimitMotor(1)->m_loLimit; + btScalar maxTh = p6DOF->getRotationalLimitMotor(1)->m_hiLimit; + btScalar minPs = p6DOF->getRotationalLimitMotor(2)->m_loLimit; + btScalar maxPs = p6DOF->getRotationalLimitMotor(2)->m_hiLimit; + getDebugDrawer()->drawSpherePatch(center, up, axis, dbgDrawSize * btScalar(.9f), minTh, maxTh, minPs, maxPs, btVector3(0,0,0)); + axis = tr.getBasis().getColumn(1); + btScalar ay = p6DOF->getAngle(1); + btScalar az = p6DOF->getAngle(2); + btScalar cy = btCos(ay); + btScalar sy = btSin(ay); + btScalar cz = btCos(az); + btScalar sz = btSin(az); + btVector3 ref; + ref[0] = cy*cz*axis[0] + cy*sz*axis[1] - sy*axis[2]; + ref[1] = -sz*axis[0] + cz*axis[1]; + ref[2] = cz*sy*axis[0] + sz*sy*axis[1] + cy*axis[2]; + tr = p6DOF->getCalculatedTransformB(); + btVector3 normal = -tr.getBasis().getColumn(0); + btScalar minFi = p6DOF->getRotationalLimitMotor(0)->m_loLimit; + btScalar maxFi = p6DOF->getRotationalLimitMotor(0)->m_hiLimit; + if(minFi > maxFi) + { + getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, -SIMD_PI, SIMD_PI, btVector3(0,0,0), false); + } + else if(minFi < maxFi) + { + getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, minFi, maxFi, btVector3(0,0,0), true); + } + tr = p6DOF->getCalculatedTransformA(); + btVector3 bbMin = p6DOF->getTranslationalLimitMotor()->m_lowerLimit; + btVector3 bbMax = p6DOF->getTranslationalLimitMotor()->m_upperLimit; + getDebugDrawer()->drawBox(bbMin, bbMax, tr, btVector3(0,0,0)); + } + } + break; + case SLIDER_CONSTRAINT_TYPE: + { + btSliderConstraint* pSlider = (btSliderConstraint*)constraint; + btTransform tr = pSlider->getCalculatedTransformA(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + tr = pSlider->getCalculatedTransformB(); + if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize); + if(drawLimits) + { + btTransform tr = pSlider->getUseLinearReferenceFrameA() ? pSlider->getCalculatedTransformA() : pSlider->getCalculatedTransformB(); + btVector3 li_min = tr * btVector3(pSlider->getLowerLinLimit(), 0.f, 0.f); + btVector3 li_max = tr * btVector3(pSlider->getUpperLinLimit(), 0.f, 0.f); + getDebugDrawer()->drawLine(li_min, li_max, btVector3(0, 0, 0)); + btVector3 normal = tr.getBasis().getColumn(0); + btVector3 axis = tr.getBasis().getColumn(1); + btScalar a_min = pSlider->getLowerAngLimit(); + btScalar a_max = pSlider->getUpperAngLimit(); + const btVector3& center = pSlider->getCalculatedTransformB().getOrigin(); + getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, a_min, a_max, btVector3(0,0,0), true); + } + } + break; + default : + break; + } + return; +} + + + + + +void btDiscreteDynamicsWorld::setConstraintSolver(btConstraintSolver* solver) +{ + if (m_ownsConstraintSolver) + { + btAlignedFree( m_constraintSolver); + } + m_ownsConstraintSolver = false; + m_constraintSolver = solver; +} + +btConstraintSolver* btDiscreteDynamicsWorld::getConstraintSolver() +{ + return m_constraintSolver; +} + + +int btDiscreteDynamicsWorld::getNumConstraints() const +{ + return int(m_constraints.size()); +} +btTypedConstraint* btDiscreteDynamicsWorld::getConstraint(int index) +{ + return m_constraints[index]; +} +const btTypedConstraint* btDiscreteDynamicsWorld::getConstraint(int index) const +{ + return m_constraints[index]; +} + + + +void btDiscreteDynamicsWorld::serializeRigidBodies(btSerializer* serializer) +{ + int i; + //serialize all collision objects + for (i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + if (colObj->getInternalType() == btCollisionObject::CO_RIGID_BODY) + { + int len = colObj->calculateSerializeBufferSize(); + btChunk* chunk = serializer->allocate(len,1); + const char* structType = colObj->serialize(chunk->m_oldPtr, serializer); + serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,colObj); + } + } + + for (i=0;i<m_constraints.size();i++) + { + btTypedConstraint* constraint = m_constraints[i]; + int size = constraint->calculateSerializeBufferSize(); + btChunk* chunk = serializer->allocate(size,1); + const char* structType = constraint->serialize(chunk->m_oldPtr,serializer); + serializer->finalizeChunk(chunk,structType,BT_CONSTRAINT_CODE,constraint); + } +} + + +void btDiscreteDynamicsWorld::serialize(btSerializer* serializer) +{ + + serializer->startSerialization(); + + serializeRigidBodies(serializer); + + serializeCollisionObjects(serializer); + + serializer->finishSerialization(); +} + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/extern/bullet2/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h new file mode 100644 index 00000000000..df47c29044f --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h @@ -0,0 +1,198 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org + +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 BT_DISCRETE_DYNAMICS_WORLD_H +#define BT_DISCRETE_DYNAMICS_WORLD_H + +#include "btDynamicsWorld.h" + +class btDispatcher; +class btOverlappingPairCache; +class btConstraintSolver; +class btSimulationIslandManager; +class btTypedConstraint; +class btActionInterface; + +class btIDebugDraw; +#include "LinearMath/btAlignedObjectArray.h" + + +///btDiscreteDynamicsWorld provides discrete rigid body simulation +///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController +class btDiscreteDynamicsWorld : public btDynamicsWorld +{ +protected: + + btConstraintSolver* m_constraintSolver; + + btSimulationIslandManager* m_islandManager; + + btAlignedObjectArray<btTypedConstraint*> m_constraints; + + btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies; + + btVector3 m_gravity; + + //for variable timesteps + btScalar m_localTime; + //for variable timesteps + + bool m_ownsIslandManager; + bool m_ownsConstraintSolver; + bool m_synchronizeAllMotionStates; + + btAlignedObjectArray<btActionInterface*> m_actions; + + int m_profileTimings; + + virtual void predictUnconstraintMotion(btScalar timeStep); + + virtual void integrateTransforms(btScalar timeStep); + + virtual void calculateSimulationIslands(); + + virtual void solveConstraints(btContactSolverInfo& solverInfo); + + void updateActivationState(btScalar timeStep); + + void updateActions(btScalar timeStep); + + void startProfiling(btScalar timeStep); + + virtual void internalSingleStepSimulation( btScalar timeStep); + + + virtual void saveKinematicState(btScalar timeStep); + + void serializeRigidBodies(btSerializer* serializer); + +public: + + + ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those + btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); + + virtual ~btDiscreteDynamicsWorld(); + + ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's + virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); + + + virtual void synchronizeMotionStates(); + + ///this can be useful to synchronize a single rigid body -> graphics object + void synchronizeSingleMotionState(btRigidBody* body); + + virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); + + virtual void removeConstraint(btTypedConstraint* constraint); + + virtual void addAction(btActionInterface*); + + virtual void removeAction(btActionInterface*); + + btSimulationIslandManager* getSimulationIslandManager() + { + return m_islandManager; + } + + const btSimulationIslandManager* getSimulationIslandManager() const + { + return m_islandManager; + } + + btCollisionWorld* getCollisionWorld() + { + return this; + } + + virtual void setGravity(const btVector3& gravity); + + virtual btVector3 getGravity () const; + + virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter); + + virtual void addRigidBody(btRigidBody* body); + + virtual void addRigidBody(btRigidBody* body, short group, short mask); + + virtual void removeRigidBody(btRigidBody* body); + + ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject + virtual void removeCollisionObject(btCollisionObject* collisionObject); + + + void debugDrawConstraint(btTypedConstraint* constraint); + + virtual void debugDrawWorld(); + + virtual void setConstraintSolver(btConstraintSolver* solver); + + virtual btConstraintSolver* getConstraintSolver(); + + virtual int getNumConstraints() const; + + virtual btTypedConstraint* getConstraint(int index) ; + + virtual const btTypedConstraint* getConstraint(int index) const; + + + virtual btDynamicsWorldType getWorldType() const + { + return BT_DISCRETE_DYNAMICS_WORLD; + } + + ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. + virtual void clearForces(); + + ///apply gravity, call this once per timestep + virtual void applyGravity(); + + virtual void setNumTasks(int numTasks) + { + (void) numTasks; + } + + ///obsolete, use updateActions instead + virtual void updateVehicles(btScalar timeStep) + { + updateActions(timeStep); + } + + ///obsolete, use addAction instead + virtual void addVehicle(btActionInterface* vehicle); + ///obsolete, use removeAction instead + virtual void removeVehicle(btActionInterface* vehicle); + ///obsolete, use addAction instead + virtual void addCharacter(btActionInterface* character); + ///obsolete, use removeAction instead + virtual void removeCharacter(btActionInterface* character); + + void setSynchronizeAllMotionStates(bool synchronizeAll) + { + m_synchronizeAllMotionStates = synchronizeAll; + } + bool getSynchronizeAllMotionStates() const + { + return m_synchronizeAllMotionStates; + } + + ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo) + virtual void serialize(btSerializer* serializer); + +}; + +#endif //BT_DISCRETE_DYNAMICS_WORLD_H diff --git a/extern/bullet2/BulletDynamics/Dynamics/btDynamicsWorld.h b/extern/bullet2/BulletDynamics/Dynamics/btDynamicsWorld.h new file mode 100644 index 00000000000..a7b85afbec9 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btDynamicsWorld.h @@ -0,0 +1,148 @@ +/* +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 BT_DYNAMICS_WORLD_H +#define BT_DYNAMICS_WORLD_H + +#include "BulletCollision/CollisionDispatch/btCollisionWorld.h" +#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" + +class btTypedConstraint; +class btActionInterface; +class btConstraintSolver; +class btDynamicsWorld; + + +/// Type for the callback for each tick +typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep); + +enum btDynamicsWorldType +{ + BT_SIMPLE_DYNAMICS_WORLD=1, + BT_DISCRETE_DYNAMICS_WORLD=2, + BT_CONTINUOUS_DYNAMICS_WORLD=3 +}; + +///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc. +class btDynamicsWorld : public btCollisionWorld +{ + +protected: + btInternalTickCallback m_internalTickCallback; + btInternalTickCallback m_internalPreTickCallback; + void* m_worldUserInfo; + + btContactSolverInfo m_solverInfo; + +public: + + + btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration) + :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0) + { + } + + virtual ~btDynamicsWorld() + { + } + + ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds. + ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'. + ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'. + ///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant. + virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0; + + virtual void debugDrawWorld() = 0; + + virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) + { + (void)constraint; (void)disableCollisionsBetweenLinkedBodies; + } + + virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;} + + virtual void addAction(btActionInterface* action) = 0; + + virtual void removeAction(btActionInterface* action) = 0; + + //once a rigidbody is added to the dynamics world, it will get this gravity assigned + //existing rigidbodies in the world get gravity assigned too, during this method + virtual void setGravity(const btVector3& gravity) = 0; + virtual btVector3 getGravity () const = 0; + + virtual void synchronizeMotionStates() = 0; + + virtual void addRigidBody(btRigidBody* body) = 0; + + virtual void removeRigidBody(btRigidBody* body) = 0; + + virtual void setConstraintSolver(btConstraintSolver* solver) = 0; + + virtual btConstraintSolver* getConstraintSolver() = 0; + + virtual int getNumConstraints() const { return 0; } + + virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; } + + virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; } + + virtual btDynamicsWorldType getWorldType() const=0; + + virtual void clearForces() = 0; + + /// Set the callback for when an internal tick (simulation substep) happens, optional user info + void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0,bool isPreTick=false) + { + if (isPreTick) + { + m_internalPreTickCallback = cb; + } else + { + m_internalTickCallback = cb; + } + m_worldUserInfo = worldUserInfo; + } + + void setWorldUserInfo(void* worldUserInfo) + { + m_worldUserInfo = worldUserInfo; + } + + void* getWorldUserInfo() const + { + return m_worldUserInfo; + } + + btContactSolverInfo& getSolverInfo() + { + return m_solverInfo; + } + + + ///obsolete, use addAction instead. + virtual void addVehicle(btActionInterface* vehicle) {(void)vehicle;} + ///obsolete, use removeAction instead + virtual void removeVehicle(btActionInterface* vehicle) {(void)vehicle;} + ///obsolete, use addAction instead. + virtual void addCharacter(btActionInterface* character) {(void)character;} + ///obsolete, use removeAction instead + virtual void removeCharacter(btActionInterface* character) {(void)character;} + + +}; + +#endif //BT_DYNAMICS_WORLD_H + + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btRigidBody.cpp b/extern/bullet2/BulletDynamics/Dynamics/btRigidBody.cpp new file mode 100644 index 00000000000..35de8e47570 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btRigidBody.cpp @@ -0,0 +1,400 @@ +/* +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. +*/ + +#include "btRigidBody.h" +#include "BulletCollision/CollisionShapes/btConvexShape.h" +#include "LinearMath/btMinMax.h" +#include "LinearMath/btTransformUtil.h" +#include "LinearMath/btMotionState.h" +#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" +#include "LinearMath/btSerializer.h" + +//'temporarily' global variables +btScalar gDeactivationTime = btScalar(2.); +bool gDisableDeactivation = false; +static int uniqueId = 0; + + +btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo) +{ + setupRigidBody(constructionInfo); +} + +btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia) +{ + btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia); + setupRigidBody(cinfo); +} + +void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo) +{ + + m_internalType=CO_RIGID_BODY; + + m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); + m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); + m_angularFactor.setValue(1,1,1); + m_linearFactor.setValue(1,1,1); + m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); + m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); + m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); + m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)), + m_linearDamping = btScalar(0.); + m_angularDamping = btScalar(0.5); + m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold; + m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold; + m_optionalMotionState = constructionInfo.m_motionState; + m_contactSolverType = 0; + m_frictionSolverType = 0; + m_additionalDamping = constructionInfo.m_additionalDamping; + m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor; + m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr; + m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr; + m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor; + + if (m_optionalMotionState) + { + m_optionalMotionState->getWorldTransform(m_worldTransform); + } else + { + m_worldTransform = constructionInfo.m_startWorldTransform; + } + + m_interpolationWorldTransform = m_worldTransform; + m_interpolationLinearVelocity.setValue(0,0,0); + m_interpolationAngularVelocity.setValue(0,0,0); + + //moved to btCollisionObject + m_friction = constructionInfo.m_friction; + m_restitution = constructionInfo.m_restitution; + + setCollisionShape( constructionInfo.m_collisionShape ); + m_debugBodyId = uniqueId++; + + setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia); + setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping); + updateInertiaTensor(); + + m_rigidbodyFlags = 0; + + + m_deltaLinearVelocity.setZero(); + m_deltaAngularVelocity.setZero(); + m_invMass = m_inverseMass*m_linearFactor; + m_pushVelocity.setZero(); + m_turnVelocity.setZero(); + + + +} + + +void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform) +{ + btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform); +} + +void btRigidBody::saveKinematicState(btScalar timeStep) +{ + //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities + if (timeStep != btScalar(0.)) + { + //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform + if (getMotionState()) + getMotionState()->getWorldTransform(m_worldTransform); + btVector3 linVel,angVel; + + btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,timeStep,m_linearVelocity,m_angularVelocity); + m_interpolationLinearVelocity = m_linearVelocity; + m_interpolationAngularVelocity = m_angularVelocity; + m_interpolationWorldTransform = m_worldTransform; + //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ()); + } +} + +void btRigidBody::getAabb(btVector3& aabbMin,btVector3& aabbMax) const +{ + getCollisionShape()->getAabb(m_worldTransform,aabbMin,aabbMax); +} + + + + +void btRigidBody::setGravity(const btVector3& acceleration) +{ + if (m_inverseMass != btScalar(0.0)) + { + m_gravity = acceleration * (btScalar(1.0) / m_inverseMass); + } + m_gravity_acceleration = acceleration; +} + + + + + + +void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping) +{ + m_linearDamping = GEN_clamped(lin_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); + m_angularDamping = GEN_clamped(ang_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); +} + + + + +///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping +void btRigidBody::applyDamping(btScalar timeStep) +{ + //On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74 + //todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway + +//#define USE_OLD_DAMPING_METHOD 1 +#ifdef USE_OLD_DAMPING_METHOD + m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); + m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); +#else + m_linearVelocity *= btPow(btScalar(1)-m_linearDamping, timeStep); + m_angularVelocity *= btPow(btScalar(1)-m_angularDamping, timeStep); +#endif + + if (m_additionalDamping) + { + //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. + //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete + if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) && + (m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr)) + { + m_angularVelocity *= m_additionalDampingFactor; + m_linearVelocity *= m_additionalDampingFactor; + } + + + btScalar speed = m_linearVelocity.length(); + if (speed < m_linearDamping) + { + btScalar dampVel = btScalar(0.005); + if (speed > dampVel) + { + btVector3 dir = m_linearVelocity.normalized(); + m_linearVelocity -= dir * dampVel; + } else + { + m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); + } + } + + btScalar angSpeed = m_angularVelocity.length(); + if (angSpeed < m_angularDamping) + { + btScalar angDampVel = btScalar(0.005); + if (angSpeed > angDampVel) + { + btVector3 dir = m_angularVelocity.normalized(); + m_angularVelocity -= dir * angDampVel; + } else + { + m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); + } + } + } +} + + +void btRigidBody::applyGravity() +{ + if (isStaticOrKinematicObject()) + return; + + applyCentralForce(m_gravity); + +} + +void btRigidBody::proceedToTransform(const btTransform& newTrans) +{ + setCenterOfMassTransform( newTrans ); +} + + +void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia) +{ + if (mass == btScalar(0.)) + { + m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT; + m_inverseMass = btScalar(0.); + } else + { + m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT); + m_inverseMass = btScalar(1.0) / mass; + } + + m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0), + inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0), + inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0)); + + m_invMass = m_linearFactor*m_inverseMass; +} + + + +void btRigidBody::updateInertiaTensor() +{ + m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose(); +} + + +void btRigidBody::integrateVelocities(btScalar step) +{ + if (isStaticOrKinematicObject()) + return; + + m_linearVelocity += m_totalForce * (m_inverseMass * step); + m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step; + +#define MAX_ANGVEL SIMD_HALF_PI + /// clamp angular velocity. collision calculations will fail on higher angular velocities + btScalar angvel = m_angularVelocity.length(); + if (angvel*step > MAX_ANGVEL) + { + m_angularVelocity *= (MAX_ANGVEL/step) /angvel; + } + +} + +btQuaternion btRigidBody::getOrientation() const +{ + btQuaternion orn; + m_worldTransform.getBasis().getRotation(orn); + return orn; +} + + +void btRigidBody::setCenterOfMassTransform(const btTransform& xform) +{ + + if (isStaticOrKinematicObject()) + { + m_interpolationWorldTransform = m_worldTransform; + } else + { + m_interpolationWorldTransform = xform; + } + m_interpolationLinearVelocity = getLinearVelocity(); + m_interpolationAngularVelocity = getAngularVelocity(); + m_worldTransform = xform; + updateInertiaTensor(); +} + + +bool btRigidBody::checkCollideWithOverride(btCollisionObject* co) +{ + btRigidBody* otherRb = btRigidBody::upcast(co); + if (!otherRb) + return true; + + for (int i = 0; i < m_constraintRefs.size(); ++i) + { + btTypedConstraint* c = m_constraintRefs[i]; + if (&c->getRigidBodyA() == otherRb || &c->getRigidBodyB() == otherRb) + return false; + } + + return true; +} + +void btRigidBody::internalWritebackVelocity(btScalar timeStep) +{ + (void) timeStep; + if (m_inverseMass) + { + setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity); + setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity); + + //correct the position/orientation based on push/turn recovery + btTransform newTransform; + btTransformUtil::integrateTransform(getWorldTransform(),m_pushVelocity,m_turnVelocity,timeStep,newTransform); + setWorldTransform(newTransform); + //m_originalBody->setCompanionId(-1); + } + m_deltaLinearVelocity.setZero(); + m_deltaAngularVelocity .setZero(); + m_pushVelocity.setZero(); + m_turnVelocity.setZero(); +} + + + +void btRigidBody::addConstraintRef(btTypedConstraint* c) +{ + int index = m_constraintRefs.findLinearSearch(c); + if (index == m_constraintRefs.size()) + m_constraintRefs.push_back(c); + + m_checkCollideWith = true; +} + +void btRigidBody::removeConstraintRef(btTypedConstraint* c) +{ + m_constraintRefs.remove(c); + m_checkCollideWith = m_constraintRefs.size() > 0; +} + +int btRigidBody::calculateSerializeBufferSize() const +{ + int sz = sizeof(btRigidBodyData); + return sz; +} + + ///fills the dataBuffer and returns the struct name (and 0 on failure) +const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const +{ + btRigidBodyData* rbd = (btRigidBodyData*) dataBuffer; + + btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer); + + m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld); + m_linearVelocity.serialize(rbd->m_linearVelocity); + m_angularVelocity.serialize(rbd->m_angularVelocity); + rbd->m_inverseMass = m_inverseMass; + m_angularFactor.serialize(rbd->m_angularFactor); + m_linearFactor.serialize(rbd->m_linearFactor); + m_gravity.serialize(rbd->m_gravity); + m_gravity_acceleration.serialize(rbd->m_gravity_acceleration); + m_invInertiaLocal.serialize(rbd->m_invInertiaLocal); + m_totalForce.serialize(rbd->m_totalForce); + m_totalTorque.serialize(rbd->m_totalTorque); + rbd->m_linearDamping = m_linearDamping; + rbd->m_angularDamping = m_angularDamping; + rbd->m_additionalDamping = m_additionalDamping; + rbd->m_additionalDampingFactor = m_additionalDampingFactor; + rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr; + rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr; + rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor; + rbd->m_linearSleepingThreshold=m_linearSleepingThreshold; + rbd->m_angularSleepingThreshold = m_angularSleepingThreshold; + + return btRigidBodyDataName; +} + + + +void btRigidBody::serializeSingleObject(class btSerializer* serializer) const +{ + btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(),1); + const char* structType = serialize(chunk->m_oldPtr, serializer); + serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,(void*)this); +} + + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btRigidBody.h b/extern/bullet2/BulletDynamics/Dynamics/btRigidBody.h new file mode 100644 index 00000000000..571a30ce6b8 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btRigidBody.h @@ -0,0 +1,670 @@ +/* +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 RIGIDBODY_H +#define RIGIDBODY_H + +#include "LinearMath/btAlignedObjectArray.h" +#include "LinearMath/btTransform.h" +#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" +#include "BulletCollision/CollisionDispatch/btCollisionObject.h" + +class btCollisionShape; +class btMotionState; +class btTypedConstraint; + + +extern btScalar gDeactivationTime; +extern bool gDisableDeactivation; + +#ifdef BT_USE_DOUBLE_PRECISION +#define btRigidBodyData btRigidBodyDoubleData +#define btRigidBodyDataName "btRigidBodyDoubleData" +#else +#define btRigidBodyData btRigidBodyFloatData +#define btRigidBodyDataName "btRigidBodyFloatData" +#endif //BT_USE_DOUBLE_PRECISION + + +enum btRigidBodyFlags +{ + BT_DISABLE_WORLD_GRAVITY = 1 +}; + + +///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. +///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. +///There are 3 types of rigid bodies: +///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. +///- B) Fixed objects with zero mass. They are not moving (basically collision objects) +///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. +///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. +///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects) +class btRigidBody : public btCollisionObject +{ + + btMatrix3x3 m_invInertiaTensorWorld; + btVector3 m_linearVelocity; + btVector3 m_angularVelocity; + btScalar m_inverseMass; + btVector3 m_linearFactor; + + btVector3 m_gravity; + btVector3 m_gravity_acceleration; + btVector3 m_invInertiaLocal; + btVector3 m_totalForce; + btVector3 m_totalTorque; + + btScalar m_linearDamping; + btScalar m_angularDamping; + + bool m_additionalDamping; + btScalar m_additionalDampingFactor; + btScalar m_additionalLinearDampingThresholdSqr; + btScalar m_additionalAngularDampingThresholdSqr; + btScalar m_additionalAngularDampingFactor; + + + btScalar m_linearSleepingThreshold; + btScalar m_angularSleepingThreshold; + + //m_optionalMotionState allows to automatic synchronize the world transform for active objects + btMotionState* m_optionalMotionState; + + //keep track of typed constraints referencing this rigid body + btAlignedObjectArray<btTypedConstraint*> m_constraintRefs; + + int m_rigidbodyFlags; + + int m_debugBodyId; + + +protected: + + ATTRIBUTE_ALIGNED64(btVector3 m_deltaLinearVelocity); + btVector3 m_deltaAngularVelocity; + btVector3 m_angularFactor; + btVector3 m_invMass; + btVector3 m_pushVelocity; + btVector3 m_turnVelocity; + + +public: + + + ///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. + ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument) + ///You can use the motion state to synchronize the world transform between physics and graphics objects. + ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, + ///m_startWorldTransform is only used when you don't provide a motion state. + struct btRigidBodyConstructionInfo + { + btScalar m_mass; + + ///When a motionState is provided, the rigid body will initialize its world transform from the motion state + ///In this case, m_startWorldTransform is ignored. + btMotionState* m_motionState; + btTransform m_startWorldTransform; + + btCollisionShape* m_collisionShape; + btVector3 m_localInertia; + btScalar m_linearDamping; + btScalar m_angularDamping; + + ///best simulation results when friction is non-zero + btScalar m_friction; + ///best simulation results using zero restitution. + btScalar m_restitution; + + btScalar m_linearSleepingThreshold; + btScalar m_angularSleepingThreshold; + + //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. + //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete + bool m_additionalDamping; + btScalar m_additionalDampingFactor; + btScalar m_additionalLinearDampingThresholdSqr; + btScalar m_additionalAngularDampingThresholdSqr; + btScalar m_additionalAngularDampingFactor; + + btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): + m_mass(mass), + m_motionState(motionState), + m_collisionShape(collisionShape), + m_localInertia(localInertia), + m_linearDamping(btScalar(0.)), + m_angularDamping(btScalar(0.)), + m_friction(btScalar(0.5)), + m_restitution(btScalar(0.)), + m_linearSleepingThreshold(btScalar(0.8)), + m_angularSleepingThreshold(btScalar(1.f)), + m_additionalDamping(false), + m_additionalDampingFactor(btScalar(0.005)), + m_additionalLinearDampingThresholdSqr(btScalar(0.01)), + m_additionalAngularDampingThresholdSqr(btScalar(0.01)), + m_additionalAngularDampingFactor(btScalar(0.01)) + { + m_startWorldTransform.setIdentity(); + } + }; + + ///btRigidBody constructor using construction info + btRigidBody( const btRigidBodyConstructionInfo& constructionInfo); + + ///btRigidBody constructor for backwards compatibility. + ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) + btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); + + + virtual ~btRigidBody() + { + //No constraints should point to this rigidbody + //Remove constraints from the dynamics world before you delete the related rigidbodies. + btAssert(m_constraintRefs.size()==0); + } + +protected: + + ///setupRigidBody is only used internally by the constructor + void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); + +public: + + void proceedToTransform(const btTransform& newTrans); + + ///to keep collision detection and dynamics separate we don't store a rigidbody pointer + ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast + static const btRigidBody* upcast(const btCollisionObject* colObj) + { + if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY) + return (const btRigidBody*)colObj; + return 0; + } + static btRigidBody* upcast(btCollisionObject* colObj) + { + if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY) + return (btRigidBody*)colObj; + return 0; + } + + /// continuous collision detection needs prediction + void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; + + void saveKinematicState(btScalar step); + + void applyGravity(); + + void setGravity(const btVector3& acceleration); + + const btVector3& getGravity() const + { + return m_gravity_acceleration; + } + + void setDamping(btScalar lin_damping, btScalar ang_damping); + + btScalar getLinearDamping() const + { + return m_linearDamping; + } + + btScalar getAngularDamping() const + { + return m_angularDamping; + } + + btScalar getLinearSleepingThreshold() const + { + return m_linearSleepingThreshold; + } + + btScalar getAngularSleepingThreshold() const + { + return m_angularSleepingThreshold; + } + + void applyDamping(btScalar timeStep); + + SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { + return m_collisionShape; + } + + SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() { + return m_collisionShape; + } + + void setMassProps(btScalar mass, const btVector3& inertia); + + const btVector3& getLinearFactor() const + { + return m_linearFactor; + } + void setLinearFactor(const btVector3& linearFactor) + { + m_linearFactor = linearFactor; + m_invMass = m_linearFactor*m_inverseMass; + } + btScalar getInvMass() const { return m_inverseMass; } + const btMatrix3x3& getInvInertiaTensorWorld() const { + return m_invInertiaTensorWorld; + } + + void integrateVelocities(btScalar step); + + void setCenterOfMassTransform(const btTransform& xform); + + void applyCentralForce(const btVector3& force) + { + m_totalForce += force*m_linearFactor; + } + + const btVector3& getTotalForce() + { + return m_totalForce; + }; + + const btVector3& getTotalTorque() + { + return m_totalTorque; + }; + + const btVector3& getInvInertiaDiagLocal() const + { + return m_invInertiaLocal; + }; + + void setInvInertiaDiagLocal(const btVector3& diagInvInertia) + { + m_invInertiaLocal = diagInvInertia; + } + + void setSleepingThresholds(btScalar linear,btScalar angular) + { + m_linearSleepingThreshold = linear; + m_angularSleepingThreshold = angular; + } + + void applyTorque(const btVector3& torque) + { + m_totalTorque += torque*m_angularFactor; + } + + void applyForce(const btVector3& force, const btVector3& rel_pos) + { + applyCentralForce(force); + applyTorque(rel_pos.cross(force*m_linearFactor)); + } + + void applyCentralImpulse(const btVector3& impulse) + { + m_linearVelocity += impulse *m_linearFactor * m_inverseMass; + } + + void applyTorqueImpulse(const btVector3& torque) + { + m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; + } + + void applyImpulse(const btVector3& impulse, const btVector3& rel_pos) + { + if (m_inverseMass != btScalar(0.)) + { + applyCentralImpulse(impulse); + if (m_angularFactor) + { + applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); + } + } + } + + void clearForces() + { + m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); + m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); + } + + void updateInertiaTensor(); + + const btVector3& getCenterOfMassPosition() const { + return m_worldTransform.getOrigin(); + } + btQuaternion getOrientation() const; + + const btTransform& getCenterOfMassTransform() const { + return m_worldTransform; + } + const btVector3& getLinearVelocity() const { + return m_linearVelocity; + } + const btVector3& getAngularVelocity() const { + return m_angularVelocity; + } + + + inline void setLinearVelocity(const btVector3& lin_vel) + { + m_linearVelocity = lin_vel; + } + + inline void setAngularVelocity(const btVector3& ang_vel) + { + m_angularVelocity = ang_vel; + } + + btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const + { + //we also calculate lin/ang velocity for kinematic objects + return m_linearVelocity + m_angularVelocity.cross(rel_pos); + + //for kinematic objects, we could also use use: + // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; + } + + void translate(const btVector3& v) + { + m_worldTransform.getOrigin() += v; + } + + + void getAabb(btVector3& aabbMin,btVector3& aabbMax) const; + + + + + + SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const + { + btVector3 r0 = pos - getCenterOfMassPosition(); + + btVector3 c0 = (r0).cross(normal); + + btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); + + return m_inverseMass + normal.dot(vec); + + } + + SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const + { + btVector3 vec = axis * getInvInertiaTensorWorld(); + return axis.dot(vec); + } + + SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep) + { + if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) + return; + + if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && + (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) + { + m_deactivationTime += timeStep; + } else + { + m_deactivationTime=btScalar(0.); + setActivationState(0); + } + + } + + SIMD_FORCE_INLINE bool wantsSleeping() + { + + if (getActivationState() == DISABLE_DEACTIVATION) + return false; + + //disable deactivation + if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) + return false; + + if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) + return true; + + if (m_deactivationTime> gDeactivationTime) + { + return true; + } + return false; + } + + + + const btBroadphaseProxy* getBroadphaseProxy() const + { + return m_broadphaseHandle; + } + btBroadphaseProxy* getBroadphaseProxy() + { + return m_broadphaseHandle; + } + void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) + { + m_broadphaseHandle = broadphaseProxy; + } + + //btMotionState allows to automatic synchronize the world transform for active objects + btMotionState* getMotionState() + { + return m_optionalMotionState; + } + const btMotionState* getMotionState() const + { + return m_optionalMotionState; + } + void setMotionState(btMotionState* motionState) + { + m_optionalMotionState = motionState; + if (m_optionalMotionState) + motionState->getWorldTransform(m_worldTransform); + } + + //for experimental overriding of friction/contact solver func + int m_contactSolverType; + int m_frictionSolverType; + + void setAngularFactor(const btVector3& angFac) + { + m_angularFactor = angFac; + } + + void setAngularFactor(btScalar angFac) + { + m_angularFactor.setValue(angFac,angFac,angFac); + } + const btVector3& getAngularFactor() const + { + return m_angularFactor; + } + + //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? + bool isInWorld() const + { + return (getBroadphaseProxy() != 0); + } + + virtual bool checkCollideWithOverride(btCollisionObject* co); + + void addConstraintRef(btTypedConstraint* c); + void removeConstraintRef(btTypedConstraint* c); + + btTypedConstraint* getConstraintRef(int index) + { + return m_constraintRefs[index]; + } + + int getNumConstraintRefs() + { + return m_constraintRefs.size(); + } + + void setFlags(int flags) + { + m_rigidbodyFlags = flags; + } + + int getFlags() const + { + return m_rigidbodyFlags; + } + + + //////////////////////////////////////////////// + ///some internal methods, don't use them + + btVector3& internalGetDeltaLinearVelocity() + { + return m_deltaLinearVelocity; + } + + btVector3& internalGetDeltaAngularVelocity() + { + return m_deltaAngularVelocity; + } + + const btVector3& internalGetAngularFactor() const + { + return m_angularFactor; + } + + const btVector3& internalGetInvMass() const + { + return m_invMass; + } + + btVector3& internalGetPushVelocity() + { + return m_pushVelocity; + } + + btVector3& internalGetTurnVelocity() + { + return m_turnVelocity; + } + + SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const + { + velocity = getLinearVelocity()+m_deltaLinearVelocity + (getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos); + } + + SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3& angVel) const + { + angVel = getAngularVelocity()+m_deltaAngularVelocity; + } + + + //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position + SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude) + { + if (m_inverseMass) + { + m_deltaLinearVelocity += linearComponent*impulseMagnitude; + m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); + } + } + + SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) + { + if (m_inverseMass) + { + m_pushVelocity += linearComponent*impulseMagnitude; + m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); + } + } + + void internalWritebackVelocity() + { + if (m_inverseMass) + { + setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity); + setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity); + m_deltaLinearVelocity.setZero(); + m_deltaAngularVelocity .setZero(); + //m_originalBody->setCompanionId(-1); + } + } + + + void internalWritebackVelocity(btScalar timeStep); + + + /////////////////////////////////////////////// + + virtual int calculateSerializeBufferSize() const; + + ///fills the dataBuffer and returns the struct name (and 0 on failure) + virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const; + + virtual void serializeSingleObject(class btSerializer* serializer) const; + +}; + +//@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btRigidBodyFloatData +{ + btCollisionObjectFloatData m_collisionObjectData; + btMatrix3x3FloatData m_invInertiaTensorWorld; + btVector3FloatData m_linearVelocity; + btVector3FloatData m_angularVelocity; + btVector3FloatData m_angularFactor; + btVector3FloatData m_linearFactor; + btVector3FloatData m_gravity; + btVector3FloatData m_gravity_acceleration; + btVector3FloatData m_invInertiaLocal; + btVector3FloatData m_totalForce; + btVector3FloatData m_totalTorque; + float m_inverseMass; + float m_linearDamping; + float m_angularDamping; + float m_additionalDampingFactor; + float m_additionalLinearDampingThresholdSqr; + float m_additionalAngularDampingThresholdSqr; + float m_additionalAngularDampingFactor; + float m_linearSleepingThreshold; + float m_angularSleepingThreshold; + int m_additionalDamping; +}; + +///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 +struct btRigidBodyDoubleData +{ + btCollisionObjectDoubleData m_collisionObjectData; + btMatrix3x3DoubleData m_invInertiaTensorWorld; + btVector3DoubleData m_linearVelocity; + btVector3DoubleData m_angularVelocity; + btVector3DoubleData m_angularFactor; + btVector3DoubleData m_linearFactor; + btVector3DoubleData m_gravity; + btVector3DoubleData m_gravity_acceleration; + btVector3DoubleData m_invInertiaLocal; + btVector3DoubleData m_totalForce; + btVector3DoubleData m_totalTorque; + double m_inverseMass; + double m_linearDamping; + double m_angularDamping; + double m_additionalDampingFactor; + double m_additionalLinearDampingThresholdSqr; + double m_additionalAngularDampingThresholdSqr; + double m_additionalAngularDampingFactor; + double m_linearSleepingThreshold; + double m_angularSleepingThreshold; + int m_additionalDamping; + char m_padding[4]; +}; + + + +#endif + diff --git a/extern/bullet2/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp b/extern/bullet2/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp new file mode 100644 index 00000000000..ae449f292f6 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp @@ -0,0 +1,253 @@ +/* +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. +*/ + +#include "btSimpleDynamicsWorld.h" +#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" +#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" +#include "BulletCollision/CollisionShapes/btCollisionShape.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" +#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" + + +/* + Make sure this dummy function never changes so that it + can be used by probes that are checking whether the + library is actually installed. +*/ +extern "C" +{ + void btBulletDynamicsProbe (); + void btBulletDynamicsProbe () {} +} + + + + +btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration) +:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration), +m_constraintSolver(constraintSolver), +m_ownsConstraintSolver(false), +m_gravity(0,0,-10) +{ + +} + + +btSimpleDynamicsWorld::~btSimpleDynamicsWorld() +{ + if (m_ownsConstraintSolver) + btAlignedFree( m_constraintSolver); +} + +int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep) +{ + (void)fixedTimeStep; + (void)maxSubSteps; + + + ///apply gravity, predict motion + predictUnconstraintMotion(timeStep); + + btDispatcherInfo& dispatchInfo = getDispatchInfo(); + dispatchInfo.m_timeStep = timeStep; + dispatchInfo.m_stepCount = 0; + dispatchInfo.m_debugDraw = getDebugDrawer(); + + ///perform collision detection + performDiscreteCollisionDetection(); + + ///solve contact constraints + int numManifolds = m_dispatcher1->getNumManifolds(); + if (numManifolds) + { + btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer(); + + btContactSolverInfo infoGlobal; + infoGlobal.m_timeStep = timeStep; + m_constraintSolver->prepareSolve(0,numManifolds); + m_constraintSolver->solveGroup(0,0,manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_stackAlloc,m_dispatcher1); + m_constraintSolver->allSolved(infoGlobal,m_debugDrawer, m_stackAlloc); + } + + ///integrate transforms + integrateTransforms(timeStep); + + updateAabbs(); + + synchronizeMotionStates(); + + clearForces(); + + return 1; + +} + +void btSimpleDynamicsWorld::clearForces() +{ + ///@todo: iterate over awake simulation islands! + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + { + body->clearForces(); + } + } +} + + +void btSimpleDynamicsWorld::setGravity(const btVector3& gravity) +{ + m_gravity = gravity; + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + { + body->setGravity(gravity); + } + } +} + +btVector3 btSimpleDynamicsWorld::getGravity () const +{ + return m_gravity; +} + +void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body) +{ + btCollisionWorld::removeCollisionObject(body); +} + +void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject) +{ + btRigidBody* body = btRigidBody::upcast(collisionObject); + if (body) + removeRigidBody(body); + else + btCollisionWorld::removeCollisionObject(collisionObject); +} + + +void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body) +{ + body->setGravity(m_gravity); + + if (body->getCollisionShape()) + { + addCollisionObject(body); + } +} + +void btSimpleDynamicsWorld::updateAabbs() +{ + btTransform predictedTrans; + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + { + if (body->isActive() && (!body->isStaticObject())) + { + btVector3 minAabb,maxAabb; + colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb); + btBroadphaseInterface* bp = getBroadphase(); + bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1); + } + } + } +} + +void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep) +{ + btTransform predictedTrans; + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + { + if (body->isActive() && (!body->isStaticObject())) + { + body->predictIntegratedTransform(timeStep, predictedTrans); + body->proceedToTransform( predictedTrans); + } + } + } +} + + + +void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep) +{ + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body) + { + if (!body->isStaticObject()) + { + if (body->isActive()) + { + body->applyGravity(); + body->integrateVelocities( timeStep); + body->applyDamping(timeStep); + body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform()); + } + } + } + } +} + + +void btSimpleDynamicsWorld::synchronizeMotionStates() +{ + ///@todo: iterate over awake simulation islands! + for ( int i=0;i<m_collisionObjects.size();i++) + { + btCollisionObject* colObj = m_collisionObjects[i]; + btRigidBody* body = btRigidBody::upcast(colObj); + if (body && body->getMotionState()) + { + if (body->getActivationState() != ISLAND_SLEEPING) + { + body->getMotionState()->setWorldTransform(body->getWorldTransform()); + } + } + } + +} + + +void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver) +{ + if (m_ownsConstraintSolver) + { + btAlignedFree(m_constraintSolver); + } + m_ownsConstraintSolver = false; + m_constraintSolver = solver; +} + +btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver() +{ + return m_constraintSolver; +} diff --git a/extern/bullet2/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h b/extern/bullet2/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h new file mode 100644 index 00000000000..ad1f541340f --- /dev/null +++ b/extern/bullet2/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h @@ -0,0 +1,81 @@ +/* +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 BT_SIMPLE_DYNAMICS_WORLD_H +#define BT_SIMPLE_DYNAMICS_WORLD_H + +#include "btDynamicsWorld.h" + +class btDispatcher; +class btOverlappingPairCache; +class btConstraintSolver; + +///The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds. +///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished). +class btSimpleDynamicsWorld : public btDynamicsWorld +{ +protected: + + btConstraintSolver* m_constraintSolver; + + bool m_ownsConstraintSolver; + + void predictUnconstraintMotion(btScalar timeStep); + + void integrateTransforms(btScalar timeStep); + + btVector3 m_gravity; + +public: + + + + ///this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver + btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); + + virtual ~btSimpleDynamicsWorld(); + + ///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead + virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); + + virtual void setGravity(const btVector3& gravity); + + virtual btVector3 getGravity () const; + + virtual void addRigidBody(btRigidBody* body); + + virtual void removeRigidBody(btRigidBody* body); + + ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject + virtual void removeCollisionObject(btCollisionObject* collisionObject); + + virtual void updateAabbs(); + + virtual void synchronizeMotionStates(); + + virtual void setConstraintSolver(btConstraintSolver* solver); + + virtual btConstraintSolver* getConstraintSolver(); + + virtual btDynamicsWorldType getWorldType() const + { + return BT_SIMPLE_DYNAMICS_WORLD; + } + + virtual void clearForces(); + +}; + +#endif //BT_SIMPLE_DYNAMICS_WORLD_H diff --git a/extern/bullet2/BulletDynamics/Vehicle/btRaycastVehicle.cpp b/extern/bullet2/BulletDynamics/Vehicle/btRaycastVehicle.cpp new file mode 100644 index 00000000000..b42c024f178 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Vehicle/btRaycastVehicle.cpp @@ -0,0 +1,758 @@ +/* + * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/ + * + * Permission to use, copy, modify, distribute and sell this software + * and its documentation for any purpose is hereby granted without fee, + * provided that the above copyright notice appear in all copies. + * Erwin Coumans makes no representations about the suitability + * of this software for any purpose. + * It is provided "as is" without express or implied warranty. +*/ + +#include "LinearMath/btVector3.h" +#include "btRaycastVehicle.h" + +#include "BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h" +#include "BulletDynamics/ConstraintSolver/btJacobianEntry.h" +#include "LinearMath/btQuaternion.h" +#include "BulletDynamics/Dynamics/btDynamicsWorld.h" +#include "btVehicleRaycaster.h" +#include "btWheelInfo.h" +#include "LinearMath/btMinMax.h" +#include "LinearMath/btIDebugDraw.h" +#include "BulletDynamics/ConstraintSolver/btContactConstraint.h" + + + +btRaycastVehicle::btRaycastVehicle(const btVehicleTuning& tuning,btRigidBody* chassis, btVehicleRaycaster* raycaster ) +:m_vehicleRaycaster(raycaster), +m_pitchControl(btScalar(0.)) +{ + m_chassisBody = chassis; + m_indexRightAxis = 0; + m_indexUpAxis = 2; + m_indexForwardAxis = 1; + defaultInit(tuning); +} + + +void btRaycastVehicle::defaultInit(const btVehicleTuning& tuning) +{ + (void)tuning; + m_currentVehicleSpeedKmHour = btScalar(0.); + m_steeringValue = btScalar(0.); + +} + + + +btRaycastVehicle::~btRaycastVehicle() +{ +} + + +// +// basically most of the code is general for 2 or 4 wheel vehicles, but some of it needs to be reviewed +// +btWheelInfo& btRaycastVehicle::addWheel( const btVector3& connectionPointCS, const btVector3& wheelDirectionCS0,const btVector3& wheelAxleCS, btScalar suspensionRestLength, btScalar wheelRadius,const btVehicleTuning& tuning, bool isFrontWheel) +{ + + btWheelInfoConstructionInfo ci; + + ci.m_chassisConnectionCS = connectionPointCS; + ci.m_wheelDirectionCS = wheelDirectionCS0; + ci.m_wheelAxleCS = wheelAxleCS; + ci.m_suspensionRestLength = suspensionRestLength; + ci.m_wheelRadius = wheelRadius; + ci.m_suspensionStiffness = tuning.m_suspensionStiffness; + ci.m_wheelsDampingCompression = tuning.m_suspensionCompression; + ci.m_wheelsDampingRelaxation = tuning.m_suspensionDamping; + ci.m_frictionSlip = tuning.m_frictionSlip; + ci.m_bIsFrontWheel = isFrontWheel; + ci.m_maxSuspensionTravelCm = tuning.m_maxSuspensionTravelCm; + ci.m_maxSuspensionForce = tuning.m_maxSuspensionForce; + + m_wheelInfo.push_back( btWheelInfo(ci)); + + btWheelInfo& wheel = m_wheelInfo[getNumWheels()-1]; + + updateWheelTransformsWS( wheel , false ); + updateWheelTransform(getNumWheels()-1,false); + return wheel; +} + + + + +const btTransform& btRaycastVehicle::getWheelTransformWS( int wheelIndex ) const +{ + btAssert(wheelIndex < getNumWheels()); + const btWheelInfo& wheel = m_wheelInfo[wheelIndex]; + return wheel.m_worldTransform; + +} + +void btRaycastVehicle::updateWheelTransform( int wheelIndex , bool interpolatedTransform) +{ + + btWheelInfo& wheel = m_wheelInfo[ wheelIndex ]; + updateWheelTransformsWS(wheel,interpolatedTransform); + btVector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS; + const btVector3& right = wheel.m_raycastInfo.m_wheelAxleWS; + btVector3 fwd = up.cross(right); + fwd = fwd.normalize(); +// up = right.cross(fwd); +// up.normalize(); + + //rotate around steering over de wheelAxleWS + btScalar steering = wheel.m_steering; + + btQuaternion steeringOrn(up,steering);//wheel.m_steering); + btMatrix3x3 steeringMat(steeringOrn); + + btQuaternion rotatingOrn(right,-wheel.m_rotation); + btMatrix3x3 rotatingMat(rotatingOrn); + + btMatrix3x3 basis2( + right[0],fwd[0],up[0], + right[1],fwd[1],up[1], + right[2],fwd[2],up[2] + ); + + wheel.m_worldTransform.setBasis(steeringMat * rotatingMat * basis2); + wheel.m_worldTransform.setOrigin( + wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength + ); +} + +void btRaycastVehicle::resetSuspension() +{ + + int i; + for (i=0;i<m_wheelInfo.size(); i++) + { + btWheelInfo& wheel = m_wheelInfo[i]; + wheel.m_raycastInfo.m_suspensionLength = wheel.getSuspensionRestLength(); + wheel.m_suspensionRelativeVelocity = btScalar(0.0); + + wheel.m_raycastInfo.m_contactNormalWS = - wheel.m_raycastInfo.m_wheelDirectionWS; + //wheel_info.setContactFriction(btScalar(0.0)); + wheel.m_clippedInvContactDotSuspension = btScalar(1.0); + } +} + +void btRaycastVehicle::updateWheelTransformsWS(btWheelInfo& wheel , bool interpolatedTransform) +{ + wheel.m_raycastInfo.m_isInContact = false; + + btTransform chassisTrans = getChassisWorldTransform(); + if (interpolatedTransform && (getRigidBody()->getMotionState())) + { + getRigidBody()->getMotionState()->getWorldTransform(chassisTrans); + } + + wheel.m_raycastInfo.m_hardPointWS = chassisTrans( wheel.m_chassisConnectionPointCS ); + wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.getBasis() * wheel.m_wheelDirectionCS ; + wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.getBasis() * wheel.m_wheelAxleCS; +} + +btScalar btRaycastVehicle::rayCast(btWheelInfo& wheel) +{ + updateWheelTransformsWS( wheel,false); + + + btScalar depth = -1; + + btScalar raylen = wheel.getSuspensionRestLength()+wheel.m_wheelsRadius; + + btVector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen); + const btVector3& source = wheel.m_raycastInfo.m_hardPointWS; + wheel.m_raycastInfo.m_contactPointWS = source + rayvector; + const btVector3& target = wheel.m_raycastInfo.m_contactPointWS; + + btScalar param = btScalar(0.); + + btVehicleRaycaster::btVehicleRaycasterResult rayResults; + + btAssert(m_vehicleRaycaster); + + void* object = m_vehicleRaycaster->castRay(source,target,rayResults); + + wheel.m_raycastInfo.m_groundObject = 0; + + if (object) + { + param = rayResults.m_distFraction; + depth = raylen * rayResults.m_distFraction; + wheel.m_raycastInfo.m_contactNormalWS = rayResults.m_hitNormalInWorld; + wheel.m_raycastInfo.m_isInContact = true; + + wheel.m_raycastInfo.m_groundObject = &getFixedBody();///@todo for driving on dynamic/movable objects!; + //wheel.m_raycastInfo.m_groundObject = object; + + + btScalar hitDistance = param*raylen; + wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelsRadius; + //clamp on max suspension travel + + btScalar minSuspensionLength = wheel.getSuspensionRestLength() - wheel.m_maxSuspensionTravelCm*btScalar(0.01); + btScalar maxSuspensionLength = wheel.getSuspensionRestLength()+ wheel.m_maxSuspensionTravelCm*btScalar(0.01); + if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) + { + wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength; + } + if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength) + { + wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength; + } + + wheel.m_raycastInfo.m_contactPointWS = rayResults.m_hitPointInWorld; + + btScalar denominator= wheel.m_raycastInfo.m_contactNormalWS.dot( wheel.m_raycastInfo.m_wheelDirectionWS ); + + btVector3 chassis_velocity_at_contactPoint; + btVector3 relpos = wheel.m_raycastInfo.m_contactPointWS-getRigidBody()->getCenterOfMassPosition(); + + chassis_velocity_at_contactPoint = getRigidBody()->getVelocityInLocalPoint(relpos); + + btScalar projVel = wheel.m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint ); + + if ( denominator >= btScalar(-0.1)) + { + wheel.m_suspensionRelativeVelocity = btScalar(0.0); + wheel.m_clippedInvContactDotSuspension = btScalar(1.0) / btScalar(0.1); + } + else + { + btScalar inv = btScalar(-1.) / denominator; + wheel.m_suspensionRelativeVelocity = projVel * inv; + wheel.m_clippedInvContactDotSuspension = inv; + } + + } else + { + //put wheel info as in rest position + wheel.m_raycastInfo.m_suspensionLength = wheel.getSuspensionRestLength(); + wheel.m_suspensionRelativeVelocity = btScalar(0.0); + wheel.m_raycastInfo.m_contactNormalWS = - wheel.m_raycastInfo.m_wheelDirectionWS; + wheel.m_clippedInvContactDotSuspension = btScalar(1.0); + } + + return depth; +} + + +const btTransform& btRaycastVehicle::getChassisWorldTransform() const +{ + /*if (getRigidBody()->getMotionState()) + { + btTransform chassisWorldTrans; + getRigidBody()->getMotionState()->getWorldTransform(chassisWorldTrans); + return chassisWorldTrans; + } + */ + + + return getRigidBody()->getCenterOfMassTransform(); +} + + +void btRaycastVehicle::updateVehicle( btScalar step ) +{ + { + for (int i=0;i<getNumWheels();i++) + { + updateWheelTransform(i,false); + } + } + + + m_currentVehicleSpeedKmHour = btScalar(3.6) * getRigidBody()->getLinearVelocity().length(); + + const btTransform& chassisTrans = getChassisWorldTransform(); + + btVector3 forwardW ( + chassisTrans.getBasis()[0][m_indexForwardAxis], + chassisTrans.getBasis()[1][m_indexForwardAxis], + chassisTrans.getBasis()[2][m_indexForwardAxis]); + + if (forwardW.dot(getRigidBody()->getLinearVelocity()) < btScalar(0.)) + { + m_currentVehicleSpeedKmHour *= btScalar(-1.); + } + + // + // simulate suspension + // + + int i=0; + for (i=0;i<m_wheelInfo.size();i++) + { + btScalar depth; + depth = rayCast( m_wheelInfo[i]); + } + + updateSuspension(step); + + + for (i=0;i<m_wheelInfo.size();i++) + { + //apply suspension force + btWheelInfo& wheel = m_wheelInfo[i]; + + btScalar suspensionForce = wheel.m_wheelsSuspensionForce; + + if (suspensionForce > wheel.m_maxSuspensionForce) + { + suspensionForce = wheel.m_maxSuspensionForce; + } + btVector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; + btVector3 relpos = wheel.m_raycastInfo.m_contactPointWS - getRigidBody()->getCenterOfMassPosition(); + + getRigidBody()->applyImpulse(impulse, relpos); + + } + + + + updateFriction( step); + + + for (i=0;i<m_wheelInfo.size();i++) + { + btWheelInfo& wheel = m_wheelInfo[i]; + btVector3 relpos = wheel.m_raycastInfo.m_hardPointWS - getRigidBody()->getCenterOfMassPosition(); + btVector3 vel = getRigidBody()->getVelocityInLocalPoint( relpos ); + + if (wheel.m_raycastInfo.m_isInContact) + { + const btTransform& chassisWorldTransform = getChassisWorldTransform(); + + btVector3 fwd ( + chassisWorldTransform.getBasis()[0][m_indexForwardAxis], + chassisWorldTransform.getBasis()[1][m_indexForwardAxis], + chassisWorldTransform.getBasis()[2][m_indexForwardAxis]); + + btScalar proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS); + fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj; + + btScalar proj2 = fwd.dot(vel); + + wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelsRadius); + wheel.m_rotation += wheel.m_deltaRotation; + + } else + { + wheel.m_rotation += wheel.m_deltaRotation; + } + + wheel.m_deltaRotation *= btScalar(0.99);//damping of rotation when not in contact + + } + + + +} + + +void btRaycastVehicle::setSteeringValue(btScalar steering,int wheel) +{ + btAssert(wheel>=0 && wheel < getNumWheels()); + + btWheelInfo& wheelInfo = getWheelInfo(wheel); + wheelInfo.m_steering = steering; +} + + + +btScalar btRaycastVehicle::getSteeringValue(int wheel) const +{ + return getWheelInfo(wheel).m_steering; +} + + +void btRaycastVehicle::applyEngineForce(btScalar force, int wheel) +{ + btAssert(wheel>=0 && wheel < getNumWheels()); + btWheelInfo& wheelInfo = getWheelInfo(wheel); + wheelInfo.m_engineForce = force; +} + + +const btWheelInfo& btRaycastVehicle::getWheelInfo(int index) const +{ + btAssert((index >= 0) && (index < getNumWheels())); + + return m_wheelInfo[index]; +} + +btWheelInfo& btRaycastVehicle::getWheelInfo(int index) +{ + btAssert((index >= 0) && (index < getNumWheels())); + + return m_wheelInfo[index]; +} + +void btRaycastVehicle::setBrake(btScalar brake,int wheelIndex) +{ + btAssert((wheelIndex >= 0) && (wheelIndex < getNumWheels())); + getWheelInfo(wheelIndex).m_brake = brake; +} + + +void btRaycastVehicle::updateSuspension(btScalar deltaTime) +{ + (void)deltaTime; + + btScalar chassisMass = btScalar(1.) / m_chassisBody->getInvMass(); + + for (int w_it=0; w_it<getNumWheels(); w_it++) + { + btWheelInfo &wheel_info = m_wheelInfo[w_it]; + + if ( wheel_info.m_raycastInfo.m_isInContact ) + { + btScalar force; + // Spring + { + btScalar susp_length = wheel_info.getSuspensionRestLength(); + btScalar current_length = wheel_info.m_raycastInfo.m_suspensionLength; + + btScalar length_diff = (susp_length - current_length); + + force = wheel_info.m_suspensionStiffness + * length_diff * wheel_info.m_clippedInvContactDotSuspension; + } + + // Damper + { + btScalar projected_rel_vel = wheel_info.m_suspensionRelativeVelocity; + { + btScalar susp_damping; + if ( projected_rel_vel < btScalar(0.0) ) + { + susp_damping = wheel_info.m_wheelsDampingCompression; + } + else + { + susp_damping = wheel_info.m_wheelsDampingRelaxation; + } + force -= susp_damping * projected_rel_vel; + } + } + + // RESULT + wheel_info.m_wheelsSuspensionForce = force * chassisMass; + if (wheel_info.m_wheelsSuspensionForce < btScalar(0.)) + { + wheel_info.m_wheelsSuspensionForce = btScalar(0.); + } + } + else + { + wheel_info.m_wheelsSuspensionForce = btScalar(0.0); + } + } + +} + + +struct btWheelContactPoint +{ + btRigidBody* m_body0; + btRigidBody* m_body1; + btVector3 m_frictionPositionWorld; + btVector3 m_frictionDirectionWorld; + btScalar m_jacDiagABInv; + btScalar m_maxImpulse; + + + btWheelContactPoint(btRigidBody* body0,btRigidBody* body1,const btVector3& frictionPosWorld,const btVector3& frictionDirectionWorld, btScalar maxImpulse) + :m_body0(body0), + m_body1(body1), + m_frictionPositionWorld(frictionPosWorld), + m_frictionDirectionWorld(frictionDirectionWorld), + m_maxImpulse(maxImpulse) + { + btScalar denom0 = body0->computeImpulseDenominator(frictionPosWorld,frictionDirectionWorld); + btScalar denom1 = body1->computeImpulseDenominator(frictionPosWorld,frictionDirectionWorld); + btScalar relaxation = 1.f; + m_jacDiagABInv = relaxation/(denom0+denom1); + } + + + +}; + +btScalar calcRollingFriction(btWheelContactPoint& contactPoint); +btScalar calcRollingFriction(btWheelContactPoint& contactPoint) +{ + + btScalar j1=0.f; + + const btVector3& contactPosWorld = contactPoint.m_frictionPositionWorld; + + btVector3 rel_pos1 = contactPosWorld - contactPoint.m_body0->getCenterOfMassPosition(); + btVector3 rel_pos2 = contactPosWorld - contactPoint.m_body1->getCenterOfMassPosition(); + + btScalar maxImpulse = contactPoint.m_maxImpulse; + + btVector3 vel1 = contactPoint.m_body0->getVelocityInLocalPoint(rel_pos1); + btVector3 vel2 = contactPoint.m_body1->getVelocityInLocalPoint(rel_pos2); + btVector3 vel = vel1 - vel2; + + btScalar vrel = contactPoint.m_frictionDirectionWorld.dot(vel); + + // calculate j that moves us to zero relative velocity + j1 = -vrel * contactPoint.m_jacDiagABInv; + btSetMin(j1, maxImpulse); + btSetMax(j1, -maxImpulse); + + return j1; +} + + + + +btScalar sideFrictionStiffness2 = btScalar(1.0); +void btRaycastVehicle::updateFriction(btScalar timeStep) +{ + + //calculate the impulse, so that the wheels don't move sidewards + int numWheel = getNumWheels(); + if (!numWheel) + return; + + m_forwardWS.resize(numWheel); + m_axle.resize(numWheel); + m_forwardImpulse.resize(numWheel); + m_sideImpulse.resize(numWheel); + + int numWheelsOnGround = 0; + + + //collapse all those loops into one! + for (int i=0;i<getNumWheels();i++) + { + btWheelInfo& wheelInfo = m_wheelInfo[i]; + class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject; + if (groundObject) + numWheelsOnGround++; + m_sideImpulse[i] = btScalar(0.); + m_forwardImpulse[i] = btScalar(0.); + + } + + { + + for (int i=0;i<getNumWheels();i++) + { + + btWheelInfo& wheelInfo = m_wheelInfo[i]; + + class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject; + + if (groundObject) + { + + const btTransform& wheelTrans = getWheelTransformWS( i ); + + btMatrix3x3 wheelBasis0 = wheelTrans.getBasis(); + m_axle[i] = btVector3( + wheelBasis0[0][m_indexRightAxis], + wheelBasis0[1][m_indexRightAxis], + wheelBasis0[2][m_indexRightAxis]); + + const btVector3& surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS; + btScalar proj = m_axle[i].dot(surfNormalWS); + m_axle[i] -= surfNormalWS * proj; + m_axle[i] = m_axle[i].normalize(); + + m_forwardWS[i] = surfNormalWS.cross(m_axle[i]); + m_forwardWS[i].normalize(); + + + resolveSingleBilateral(*m_chassisBody, wheelInfo.m_raycastInfo.m_contactPointWS, + *groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, + btScalar(0.), m_axle[i],m_sideImpulse[i],timeStep); + + m_sideImpulse[i] *= sideFrictionStiffness2; + + } + + + } + } + + btScalar sideFactor = btScalar(1.); + btScalar fwdFactor = 0.5; + + bool sliding = false; + { + for (int wheel =0;wheel <getNumWheels();wheel++) + { + btWheelInfo& wheelInfo = m_wheelInfo[wheel]; + class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject; + + btScalar rollingFriction = 0.f; + + if (groundObject) + { + if (wheelInfo.m_engineForce != 0.f) + { + rollingFriction = wheelInfo.m_engineForce* timeStep; + } else + { + btScalar defaultRollingFrictionImpulse = 0.f; + btScalar maxImpulse = wheelInfo.m_brake ? wheelInfo.m_brake : defaultRollingFrictionImpulse; + btWheelContactPoint contactPt(m_chassisBody,groundObject,wheelInfo.m_raycastInfo.m_contactPointWS,m_forwardWS[wheel],maxImpulse); + rollingFriction = calcRollingFriction(contactPt); + } + } + + //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) + + + + + m_forwardImpulse[wheel] = btScalar(0.); + m_wheelInfo[wheel].m_skidInfo= btScalar(1.); + + if (groundObject) + { + m_wheelInfo[wheel].m_skidInfo= btScalar(1.); + + btScalar maximp = wheelInfo.m_wheelsSuspensionForce * timeStep * wheelInfo.m_frictionSlip; + btScalar maximpSide = maximp; + + btScalar maximpSquared = maximp * maximpSide; + + + m_forwardImpulse[wheel] = rollingFriction;//wheelInfo.m_engineForce* timeStep; + + btScalar x = (m_forwardImpulse[wheel] ) * fwdFactor; + btScalar y = (m_sideImpulse[wheel] ) * sideFactor; + + btScalar impulseSquared = (x*x + y*y); + + if (impulseSquared > maximpSquared) + { + sliding = true; + + btScalar factor = maximp / btSqrt(impulseSquared); + + m_wheelInfo[wheel].m_skidInfo *= factor; + } + } + + } + } + + + + + if (sliding) + { + for (int wheel = 0;wheel < getNumWheels(); wheel++) + { + if (m_sideImpulse[wheel] != btScalar(0.)) + { + if (m_wheelInfo[wheel].m_skidInfo< btScalar(1.)) + { + m_forwardImpulse[wheel] *= m_wheelInfo[wheel].m_skidInfo; + m_sideImpulse[wheel] *= m_wheelInfo[wheel].m_skidInfo; + } + } + } + } + + // apply the impulses + { + for (int wheel = 0;wheel<getNumWheels() ; wheel++) + { + btWheelInfo& wheelInfo = m_wheelInfo[wheel]; + + btVector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS - + m_chassisBody->getCenterOfMassPosition(); + + if (m_forwardImpulse[wheel] != btScalar(0.)) + { + m_chassisBody->applyImpulse(m_forwardWS[wheel]*(m_forwardImpulse[wheel]),rel_pos); + } + if (m_sideImpulse[wheel] != btScalar(0.)) + { + class btRigidBody* groundObject = (class btRigidBody*) m_wheelInfo[wheel].m_raycastInfo.m_groundObject; + + btVector3 rel_pos2 = wheelInfo.m_raycastInfo.m_contactPointWS - + groundObject->getCenterOfMassPosition(); + + + btVector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel]; + + rel_pos[m_indexUpAxis] *= wheelInfo.m_rollInfluence; + m_chassisBody->applyImpulse(sideImp,rel_pos); + + //apply friction impulse on the ground + groundObject->applyImpulse(-sideImp,rel_pos2); + } + } + } + + +} + + + +void btRaycastVehicle::debugDraw(btIDebugDraw* debugDrawer) +{ + + for (int v=0;v<this->getNumWheels();v++) + { + btVector3 wheelColor(0,1,1); + if (getWheelInfo(v).m_raycastInfo.m_isInContact) + { + wheelColor.setValue(0,0,1); + } else + { + wheelColor.setValue(1,0,1); + } + + btVector3 wheelPosWS = getWheelInfo(v).m_worldTransform.getOrigin(); + + btVector3 axle = btVector3( + getWheelInfo(v).m_worldTransform.getBasis()[0][getRightAxis()], + getWheelInfo(v).m_worldTransform.getBasis()[1][getRightAxis()], + getWheelInfo(v).m_worldTransform.getBasis()[2][getRightAxis()]); + + //debug wheels (cylinders) + debugDrawer->drawLine(wheelPosWS,wheelPosWS+axle,wheelColor); + debugDrawer->drawLine(wheelPosWS,getWheelInfo(v).m_raycastInfo.m_contactPointWS,wheelColor); + + } +} + + +void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result) +{ +// RayResultCallback& resultCallback; + + btCollisionWorld::ClosestRayResultCallback rayCallback(from,to); + + m_dynamicsWorld->rayTest(from, to, rayCallback); + + if (rayCallback.hasHit()) + { + + btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject); + if (body && body->hasContactResponse()) + { + result.m_hitPointInWorld = rayCallback.m_hitPointWorld; + result.m_hitNormalInWorld = rayCallback.m_hitNormalWorld; + result.m_hitNormalInWorld.normalize(); + result.m_distFraction = rayCallback.m_closestHitFraction; + return body; + } + } + return 0; +} + diff --git a/extern/bullet2/BulletDynamics/Vehicle/btRaycastVehicle.h b/extern/bullet2/BulletDynamics/Vehicle/btRaycastVehicle.h new file mode 100644 index 00000000000..5ce80f4d275 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Vehicle/btRaycastVehicle.h @@ -0,0 +1,236 @@ +/* + * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/ + * + * Permission to use, copy, modify, distribute and sell this software + * and its documentation for any purpose is hereby granted without fee, + * provided that the above copyright notice appear in all copies. + * Erwin Coumans makes no representations about the suitability + * of this software for any purpose. + * It is provided "as is" without express or implied warranty. +*/ +#ifndef RAYCASTVEHICLE_H +#define RAYCASTVEHICLE_H + +#include "BulletDynamics/Dynamics/btRigidBody.h" +#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" +#include "btVehicleRaycaster.h" +class btDynamicsWorld; +#include "LinearMath/btAlignedObjectArray.h" +#include "btWheelInfo.h" +#include "BulletDynamics/Dynamics/btActionInterface.h" + +class btVehicleTuning; + +///rayCast vehicle, very special constraint that turn a rigidbody into a vehicle. +class btRaycastVehicle : public btActionInterface +{ + + btAlignedObjectArray<btVector3> m_forwardWS; + btAlignedObjectArray<btVector3> m_axle; + btAlignedObjectArray<btScalar> m_forwardImpulse; + btAlignedObjectArray<btScalar> m_sideImpulse; + + ///backwards compatibility + int m_userConstraintType; + int m_userConstraintId; + +public: + class btVehicleTuning + { + public: + + btVehicleTuning() + :m_suspensionStiffness(btScalar(5.88)), + m_suspensionCompression(btScalar(0.83)), + m_suspensionDamping(btScalar(0.88)), + m_maxSuspensionTravelCm(btScalar(500.)), + m_frictionSlip(btScalar(10.5)), + m_maxSuspensionForce(btScalar(6000.)) + { + } + btScalar m_suspensionStiffness; + btScalar m_suspensionCompression; + btScalar m_suspensionDamping; + btScalar m_maxSuspensionTravelCm; + btScalar m_frictionSlip; + btScalar m_maxSuspensionForce; + + }; +private: + + btScalar m_tau; + btScalar m_damping; + btVehicleRaycaster* m_vehicleRaycaster; + btScalar m_pitchControl; + btScalar m_steeringValue; + btScalar m_currentVehicleSpeedKmHour; + + btRigidBody* m_chassisBody; + + int m_indexRightAxis; + int m_indexUpAxis; + int m_indexForwardAxis; + + void defaultInit(const btVehicleTuning& tuning); + +public: + + //constructor to create a car from an existing rigidbody + btRaycastVehicle(const btVehicleTuning& tuning,btRigidBody* chassis, btVehicleRaycaster* raycaster ); + + virtual ~btRaycastVehicle() ; + + + ///btActionInterface interface + virtual void updateAction( btCollisionWorld* collisionWorld, btScalar step) + { + (void) collisionWorld; + updateVehicle(step); + } + + + ///btActionInterface interface + void debugDraw(btIDebugDraw* debugDrawer); + + const btTransform& getChassisWorldTransform() const; + + btScalar rayCast(btWheelInfo& wheel); + + virtual void updateVehicle(btScalar step); + + + void resetSuspension(); + + btScalar getSteeringValue(int wheel) const; + + void setSteeringValue(btScalar steering,int wheel); + + + void applyEngineForce(btScalar force, int wheel); + + const btTransform& getWheelTransformWS( int wheelIndex ) const; + + void updateWheelTransform( int wheelIndex, bool interpolatedTransform = true ); + + void setRaycastWheelInfo( int wheelIndex , bool isInContact, const btVector3& hitPoint, const btVector3& hitNormal,btScalar depth); + + btWheelInfo& addWheel( const btVector3& connectionPointCS0, const btVector3& wheelDirectionCS0,const btVector3& wheelAxleCS,btScalar suspensionRestLength,btScalar wheelRadius,const btVehicleTuning& tuning, bool isFrontWheel); + + inline int getNumWheels() const { + return int (m_wheelInfo.size()); + } + + btAlignedObjectArray<btWheelInfo> m_wheelInfo; + + + const btWheelInfo& getWheelInfo(int index) const; + + btWheelInfo& getWheelInfo(int index); + + void updateWheelTransformsWS(btWheelInfo& wheel , bool interpolatedTransform = true); + + + void setBrake(btScalar brake,int wheelIndex); + + void setPitchControl(btScalar pitch) + { + m_pitchControl = pitch; + } + + void updateSuspension(btScalar deltaTime); + + virtual void updateFriction(btScalar timeStep); + + + + inline btRigidBody* getRigidBody() + { + return m_chassisBody; + } + + const btRigidBody* getRigidBody() const + { + return m_chassisBody; + } + + inline int getRightAxis() const + { + return m_indexRightAxis; + } + inline int getUpAxis() const + { + return m_indexUpAxis; + } + + inline int getForwardAxis() const + { + return m_indexForwardAxis; + } + + + ///Worldspace forward vector + btVector3 getForwardVector() const + { + const btTransform& chassisTrans = getChassisWorldTransform(); + + btVector3 forwardW ( + chassisTrans.getBasis()[0][m_indexForwardAxis], + chassisTrans.getBasis()[1][m_indexForwardAxis], + chassisTrans.getBasis()[2][m_indexForwardAxis]); + + return forwardW; + } + + ///Velocity of vehicle (positive if velocity vector has same direction as foward vector) + btScalar getCurrentSpeedKmHour() const + { + return m_currentVehicleSpeedKmHour; + } + + virtual void setCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) + { + m_indexRightAxis = rightIndex; + m_indexUpAxis = upIndex; + m_indexForwardAxis = forwardIndex; + } + + + ///backwards compatibility + int getUserConstraintType() const + { + return m_userConstraintType ; + } + + void setUserConstraintType(int userConstraintType) + { + m_userConstraintType = userConstraintType; + }; + + void setUserConstraintId(int uid) + { + m_userConstraintId = uid; + } + + int getUserConstraintId() const + { + return m_userConstraintId; + } + +}; + +class btDefaultVehicleRaycaster : public btVehicleRaycaster +{ + btDynamicsWorld* m_dynamicsWorld; +public: + btDefaultVehicleRaycaster(btDynamicsWorld* world) + :m_dynamicsWorld(world) + { + } + + virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result); + +}; + + +#endif //RAYCASTVEHICLE_H + diff --git a/extern/bullet2/BulletDynamics/Vehicle/btVehicleRaycaster.h b/extern/bullet2/BulletDynamics/Vehicle/btVehicleRaycaster.h new file mode 100644 index 00000000000..5112ce6d420 --- /dev/null +++ b/extern/bullet2/BulletDynamics/Vehicle/btVehicleRaycaster.h @@ -0,0 +1,35 @@ +/* + * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/ + * + * Permission to use, copy, modify, distribute and sell this software + * and its documentation for any purpose is hereby granted without fee, + * provided that the above copyright notice appear in all copies. + * Erwin Coumans makes no representations about the suitability + * of this software for any purpose. + * It is provided "as is" without express or implied warranty. +*/ +#ifndef VEHICLE_RAYCASTER_H +#define VEHICLE_RAYCASTER_H + +#include "LinearMath/btVector3.h" + +/// btVehicleRaycaster is provides interface for between vehicle simulation and raycasting +struct btVehicleRaycaster +{ +virtual ~btVehicleRaycaster() +{ +} + struct btVehicleRaycasterResult + { + btVehicleRaycasterResult() :m_distFraction(btScalar(-1.)){}; + btVector3 m_hitPointInWorld; + btVector3 m_hitNormalInWorld; + btScalar m_distFraction; + }; + + virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result) = 0; + +}; + +#endif //VEHICLE_RAYCASTER_H + diff --git a/extern/bullet2/BulletDynamics/Vehicle/btWheelInfo.cpp b/extern/bullet2/BulletDynamics/Vehicle/btWheelInfo.cpp new file mode 100644 index 00000000000..ef93c16fffc --- /dev/null +++ b/extern/bullet2/BulletDynamics/Vehicle/btWheelInfo.cpp @@ -0,0 +1,56 @@ +/* + * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/ + * + * Permission to use, copy, modify, distribute and sell this software + * and its documentation for any purpose is hereby granted without fee, + * provided that the above copyright notice appear in all copies. + * Erwin Coumans makes no representations about the suitability + * of this software for any purpose. + * It is provided "as is" without express or implied warranty. +*/ +#include "btWheelInfo.h" +#include "BulletDynamics/Dynamics/btRigidBody.h" // for pointvelocity + + +btScalar btWheelInfo::getSuspensionRestLength() const +{ + + return m_suspensionRestLength1; + +} + +void btWheelInfo::updateWheel(const btRigidBody& chassis,RaycastInfo& raycastInfo) +{ + (void)raycastInfo; + + + if (m_raycastInfo.m_isInContact) + + { + btScalar project= m_raycastInfo.m_contactNormalWS.dot( m_raycastInfo.m_wheelDirectionWS ); + btVector3 chassis_velocity_at_contactPoint; + btVector3 relpos = m_raycastInfo.m_contactPointWS - chassis.getCenterOfMassPosition(); + chassis_velocity_at_contactPoint = chassis.getVelocityInLocalPoint( relpos ); + btScalar projVel = m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint ); + if ( project >= btScalar(-0.1)) + { + m_suspensionRelativeVelocity = btScalar(0.0); + m_clippedInvContactDotSuspension = btScalar(1.0) / btScalar(0.1); + } + else + { + btScalar inv = btScalar(-1.) / project; + m_suspensionRelativeVelocity = projVel * inv; + m_clippedInvContactDotSuspension = inv; + } + + } + + else // Not in contact : position wheel in a nice (rest length) position + { + m_raycastInfo.m_suspensionLength = this->getSuspensionRestLength(); + m_suspensionRelativeVelocity = btScalar(0.0); + m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS; + m_clippedInvContactDotSuspension = btScalar(1.0); + } +} diff --git a/extern/bullet2/BulletDynamics/Vehicle/btWheelInfo.h b/extern/bullet2/BulletDynamics/Vehicle/btWheelInfo.h new file mode 100644 index 00000000000..b74f8c80acb --- /dev/null +++ b/extern/bullet2/BulletDynamics/Vehicle/btWheelInfo.h @@ -0,0 +1,119 @@ +/* + * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/ + * + * Permission to use, copy, modify, distribute and sell this software + * and its documentation for any purpose is hereby granted without fee, + * provided that the above copyright notice appear in all copies. + * Erwin Coumans makes no representations about the suitability + * of this software for any purpose. + * It is provided "as is" without express or implied warranty. +*/ +#ifndef WHEEL_INFO_H +#define WHEEL_INFO_H + +#include "LinearMath/btVector3.h" +#include "LinearMath/btTransform.h" + +class btRigidBody; + +struct btWheelInfoConstructionInfo +{ + btVector3 m_chassisConnectionCS; + btVector3 m_wheelDirectionCS; + btVector3 m_wheelAxleCS; + btScalar m_suspensionRestLength; + btScalar m_maxSuspensionTravelCm; + btScalar m_wheelRadius; + + btScalar m_suspensionStiffness; + btScalar m_wheelsDampingCompression; + btScalar m_wheelsDampingRelaxation; + btScalar m_frictionSlip; + btScalar m_maxSuspensionForce; + bool m_bIsFrontWheel; + +}; + +/// btWheelInfo contains information per wheel about friction and suspension. +struct btWheelInfo +{ + struct RaycastInfo + { + //set by raycaster + btVector3 m_contactNormalWS;//contactnormal + btVector3 m_contactPointWS;//raycast hitpoint + btScalar m_suspensionLength; + btVector3 m_hardPointWS;//raycast starting point + btVector3 m_wheelDirectionWS; //direction in worldspace + btVector3 m_wheelAxleWS; // axle in worldspace + bool m_isInContact; + void* m_groundObject; //could be general void* ptr + }; + + RaycastInfo m_raycastInfo; + + btTransform m_worldTransform; + + btVector3 m_chassisConnectionPointCS; //const + btVector3 m_wheelDirectionCS;//const + btVector3 m_wheelAxleCS; // const or modified by steering + btScalar m_suspensionRestLength1;//const + btScalar m_maxSuspensionTravelCm; + btScalar getSuspensionRestLength() const; + btScalar m_wheelsRadius;//const + btScalar m_suspensionStiffness;//const + btScalar m_wheelsDampingCompression;//const + btScalar m_wheelsDampingRelaxation;//const + btScalar m_frictionSlip; + btScalar m_steering; + btScalar m_rotation; + btScalar m_deltaRotation; + btScalar m_rollInfluence; + btScalar m_maxSuspensionForce; + + btScalar m_engineForce; + + btScalar m_brake; + + bool m_bIsFrontWheel; + + void* m_clientInfo;//can be used to store pointer to sync transforms... + + btWheelInfo(btWheelInfoConstructionInfo& ci) + + { + + m_suspensionRestLength1 = ci.m_suspensionRestLength; + m_maxSuspensionTravelCm = ci.m_maxSuspensionTravelCm; + + m_wheelsRadius = ci.m_wheelRadius; + m_suspensionStiffness = ci.m_suspensionStiffness; + m_wheelsDampingCompression = ci.m_wheelsDampingCompression; + m_wheelsDampingRelaxation = ci.m_wheelsDampingRelaxation; + m_chassisConnectionPointCS = ci.m_chassisConnectionCS; + m_wheelDirectionCS = ci.m_wheelDirectionCS; + m_wheelAxleCS = ci.m_wheelAxleCS; + m_frictionSlip = ci.m_frictionSlip; + m_steering = btScalar(0.); + m_engineForce = btScalar(0.); + m_rotation = btScalar(0.); + m_deltaRotation = btScalar(0.); + m_brake = btScalar(0.); + m_rollInfluence = btScalar(0.1); + m_bIsFrontWheel = ci.m_bIsFrontWheel; + m_maxSuspensionForce = ci.m_maxSuspensionForce; + + } + + void updateWheel(const btRigidBody& chassis,RaycastInfo& raycastInfo); + + btScalar m_clippedInvContactDotSuspension; + btScalar m_suspensionRelativeVelocity; + //calculated by suspension + btScalar m_wheelsSuspensionForce; + btScalar m_skidInfo; + +}; + +#endif //WHEEL_INFO_H + |