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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp')
-rw-r--r--extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp118
1 files changed, 113 insertions, 5 deletions
diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp
index 222f9006687..a7882684bf1 100644
--- a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp
+++ b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp
@@ -87,7 +87,7 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
updateInertiaTensor();
- m_rigidbodyFlags = 0;
+ m_rigidbodyFlags = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY;
m_deltaLinearVelocity.setZero();
@@ -257,12 +257,41 @@ void btRigidBody::updateInertiaTensor()
}
-btVector3 btRigidBody::computeGyroscopicForce(btScalar maxGyroscopicForce) const
+
+btVector3 btRigidBody::getLocalInertia() const
{
+
btVector3 inertiaLocal;
- inertiaLocal[0] = 1.f/getInvInertiaDiagLocal()[0];
- inertiaLocal[1] = 1.f/getInvInertiaDiagLocal()[1];
- inertiaLocal[2] = 1.f/getInvInertiaDiagLocal()[2];
+ const btVector3 inertia = m_invInertiaLocal;
+ inertiaLocal.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));
+ return inertiaLocal;
+}
+
+inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
+ const btMatrix3x3 &I)
+{
+ const btVector3 w2 = I*w1 + w1.cross(I*w1)*dt - (T*dt + I*w0);
+ return w2;
+}
+
+inline btMatrix3x3 evalEulerEqnDeriv(const btVector3& w1, const btVector3& w0, const btScalar dt,
+ const btMatrix3x3 &I)
+{
+
+ btMatrix3x3 w1x, Iw1x;
+ const btVector3 Iwi = (I*w1);
+ w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
+ Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
+
+ const btMatrix3x3 dfw1 = I + (w1x*I - Iw1x)*dt;
+ return dfw1;
+}
+
+btVector3 btRigidBody::computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
+{
+ btVector3 inertiaLocal = getLocalInertia();
btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
btVector3 tmp = inertiaTensorWorld*getAngularVelocity();
btVector3 gf = getAngularVelocity().cross(tmp);
@@ -274,6 +303,85 @@ btVector3 btRigidBody::computeGyroscopicForce(btScalar maxGyroscopicForce) const
return gf;
}
+
+btVector3 btRigidBody::computeGyroscopicImpulseImplicit_Body(btScalar step) const
+{
+ btVector3 idl = getLocalInertia();
+ btVector3 omega1 = getAngularVelocity();
+ btQuaternion q = getWorldTransform().getRotation();
+
+ // Convert to body coordinates
+ btVector3 omegab = quatRotate(q.inverse(), omega1);
+ btMatrix3x3 Ib;
+ Ib.setValue(idl.x(),0,0,
+ 0,idl.y(),0,
+ 0,0,idl.z());
+
+ btVector3 ibo = Ib*omegab;
+
+ // Residual vector
+ btVector3 f = step * omegab.cross(ibo);
+
+ btMatrix3x3 skew0;
+ omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
+ btVector3 om = Ib*omegab;
+ btMatrix3x3 skew1;
+ om.getSkewSymmetricMatrix(&skew1[0],&skew1[1],&skew1[2]);
+
+ // Jacobian
+ btMatrix3x3 J = Ib + (skew0*Ib - skew1)*step;
+
+// btMatrix3x3 Jinv = J.inverse();
+// btVector3 omega_div = Jinv*f;
+ btVector3 omega_div = J.solve33(f);
+
+ // Single Newton-Raphson update
+ omegab = omegab - omega_div;//Solve33(J, f);
+ // Back to world coordinates
+ btVector3 omega2 = quatRotate(q,omegab);
+ btVector3 gf = omega2-omega1;
+ return gf;
+}
+
+
+
+btVector3 btRigidBody::computeGyroscopicImpulseImplicit_World(btScalar step) const
+{
+ // use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
+ // calculate using implicit euler step so it's stable.
+
+ const btVector3 inertiaLocal = getLocalInertia();
+ const btVector3 w0 = getAngularVelocity();
+
+ btMatrix3x3 I;
+
+ I = m_worldTransform.getBasis().scaled(inertiaLocal) *
+ m_worldTransform.getBasis().transpose();
+
+ // use newtons method to find implicit solution for new angular velocity (w')
+ // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
+ // df/dw' = I + 1xIw'*step + w'xI*step
+
+ btVector3 w1 = w0;
+
+ // one step of newton's method
+ {
+ const btVector3 fw = evalEulerEqn(w1, w0, btVector3(0, 0, 0), step, I);
+ const btMatrix3x3 dfw = evalEulerEqnDeriv(w1, w0, step, I);
+
+ btVector3 dw;
+ dw = dfw.solve33(fw);
+ //const btMatrix3x3 dfw_inv = dfw.inverse();
+ //dw = dfw_inv*fw;
+
+ w1 -= dw;
+ }
+
+ btVector3 gf = (w1 - w0);
+ return gf;
+}
+
+
void btRigidBody::integrateVelocities(btScalar step)
{
if (isStaticOrKinematicObject())