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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h')
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h104
1 files changed, 104 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h
new file mode 100644
index 00000000000..42ded30ae04
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btContactConstraint.h
@@ -0,0 +1,104 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef CONTACT_CONSTRAINT_H
+#define CONTACT_CONSTRAINT_H
+
+//todo: make into a proper class working with the iterative constraint solver
+
+class btRigidBody;
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btScalar.h"
+struct btContactSolverInfo;
+class btManifoldPoint;
+
+enum {
+ DEFAULT_CONTACT_SOLVER_TYPE=0,
+ CONTACT_SOLVER_TYPE1,
+ CONTACT_SOLVER_TYPE2,
+ USER_CONTACT_SOLVER_TYPE1,
+ MAX_CONTACT_SOLVER_TYPES
+};
+
+
+typedef float (*ContactSolverFunc)(btRigidBody& body1,
+ btRigidBody& body2,
+ class btManifoldPoint& contactPoint,
+ const btContactSolverInfo& info);
+
+///stores some extra information to each contact point. It is not in the contact point, because that want to keep the collision detection independent from the constraint solver.
+struct btConstraintPersistentData
+{
+ inline btConstraintPersistentData()
+ :m_appliedImpulse(0.f),
+ m_prevAppliedImpulse(0.f),
+ m_accumulatedTangentImpulse0(0.f),
+ m_accumulatedTangentImpulse1(0.f),
+ m_jacDiagABInv(0.f),
+ m_persistentLifeTime(0),
+ m_restitution(0.f),
+ m_friction(0.f),
+ m_penetration(0.f),
+ m_contactSolverFunc(0),
+ m_frictionSolverFunc(0)
+ {
+ }
+
+
+ /// total applied impulse during most recent frame
+ float m_appliedImpulse;
+ float m_prevAppliedImpulse;
+ float m_accumulatedTangentImpulse0;
+ float m_accumulatedTangentImpulse1;
+
+ float m_jacDiagABInv;
+ float m_jacDiagABInvTangent0;
+ float m_jacDiagABInvTangent1;
+ int m_persistentLifeTime;
+ float m_restitution;
+ float m_friction;
+ float m_penetration;
+ btVector3 m_frictionWorldTangential0;
+ btVector3 m_frictionWorldTangential1;
+
+ ContactSolverFunc m_contactSolverFunc;
+ ContactSolverFunc m_frictionSolverFunc;
+
+};
+
+///bilateral constraint between two dynamic objects
+///positive distance = separation, negative distance = penetration
+void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
+ btRigidBody& body2, const btVector3& pos2,
+ btScalar distance, const btVector3& normal,btScalar& impulse ,float timeStep);
+
+
+///contact constraint resolution:
+///calculate and apply impulse to satisfy non-penetration and non-negative relative velocity constraint
+///positive distance = separation, negative distance = penetration
+float resolveSingleCollision(
+ btRigidBody& body1,
+ btRigidBody& body2,
+ btManifoldPoint& contactPoint,
+ const btContactSolverInfo& info);
+
+float resolveSingleFriction(
+ btRigidBody& body1,
+ btRigidBody& body2,
+ btManifoldPoint& contactPoint,
+ const btContactSolverInfo& solverInfo
+ );
+
+#endif //CONTACT_CONSTRAINT_H