129 lines
6.6 KiB
C++
129 lines
6.6 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
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#define SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
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#include "btConstraintSolver.h"
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class btIDebugDraw;
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#include "btContactConstraint.h"
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#include "btSolverBody.h"
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#include "btSolverConstraint.h"
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#include "btTypedConstraint.h"
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#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
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///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method.
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class btSequentialImpulseConstraintSolver : public btConstraintSolver
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{
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protected:
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btConstraintArray m_tmpSolverContactConstraintPool;
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btConstraintArray m_tmpSolverNonContactConstraintPool;
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btConstraintArray m_tmpSolverContactFrictionConstraintPool;
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btAlignedObjectArray<int> m_orderTmpConstraintPool;
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btAlignedObjectArray<int> m_orderFrictionConstraintPool;
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btAlignedObjectArray<btTypedConstraint::btConstraintInfo1> m_tmpConstraintSizesPool;
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void setupFrictionConstraint( btSolverConstraint& solverConstraint, const btVector3& normalAxis,btRigidBody* solverBodyA,btRigidBody* solverBodyIdB,
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btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,
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btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation,
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btScalar desiredVelocity=0., btScalar cfmSlip=0.);
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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.);
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void setupContactConstraint(btSolverConstraint& solverConstraint, btCollisionObject* colObj0, btCollisionObject* colObj1, btManifoldPoint& cp,
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const btContactSolverInfo& infoGlobal, btVector3& vel, btScalar& rel_vel, btScalar& relaxation,
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btVector3& rel_pos1, btVector3& rel_pos2);
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void setFrictionConstraintImpulse( btSolverConstraint& solverConstraint, btRigidBody* rb0, btRigidBody* rb1,
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btManifoldPoint& cp, const btContactSolverInfo& infoGlobal);
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///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
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unsigned long m_btSeed2;
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// void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject);
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btScalar restitutionCurve(btScalar rel_vel, btScalar restitution);
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void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);
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void resolveSplitPenetrationSIMD(
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btRigidBody& body1,
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btRigidBody& body2,
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const btSolverConstraint& contactConstraint);
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void resolveSplitPenetrationImpulseCacheFriendly(
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btRigidBody& body1,
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btRigidBody& body2,
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const btSolverConstraint& contactConstraint);
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//internal method
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int getOrInitSolverBody(btCollisionObject& body);
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void resolveSingleConstraintRowGeneric(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint);
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void resolveSingleConstraintRowGenericSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint);
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void resolveSingleConstraintRowLowerLimit(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint);
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void resolveSingleConstraintRowLowerLimitSIMD(btRigidBody& body1,btRigidBody& body2,const btSolverConstraint& contactConstraint);
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protected:
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static btRigidBody& getFixedBody();
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virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
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virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
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btScalar solveSingleIteration(int iteration, btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
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virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
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virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc);
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public:
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btSequentialImpulseConstraintSolver();
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virtual ~btSequentialImpulseConstraintSolver();
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virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,btDispatcher* dispatcher);
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///clear internal cached data and reset random seed
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virtual void reset();
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unsigned long btRand2();
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int btRandInt2 (int n);
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void setRandSeed(unsigned long seed)
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{
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m_btSeed2 = seed;
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}
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unsigned long getRandSeed() const
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{
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return m_btSeed2;
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}
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};
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#ifndef BT_PREFER_SIMD
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typedef btSequentialImpulseConstraintSolver btSequentialImpulseConstraintSolverPrefered;
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#endif
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#endif //SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
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