godot/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.h

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#ifndef B3_PGS_JACOBI_SOLVER
#define B3_PGS_JACOBI_SOLVER
struct b3Contact4;
struct b3ContactPoint;
class b3Dispatcher;
#include "b3TypedConstraint.h"
#include "b3ContactSolverInfo.h"
#include "b3SolverBody.h"
#include "b3SolverConstraint.h"
struct b3RigidBodyData;
struct b3InertiaData;
class b3PgsJacobiSolver
{
protected:
b3AlignedObjectArray<b3SolverBody> m_tmpSolverBodyPool;
b3ConstraintArray m_tmpSolverContactConstraintPool;
b3ConstraintArray m_tmpSolverNonContactConstraintPool;
b3ConstraintArray m_tmpSolverContactFrictionConstraintPool;
b3ConstraintArray m_tmpSolverContactRollingFrictionConstraintPool;
b3AlignedObjectArray<int> m_orderTmpConstraintPool;
b3AlignedObjectArray<int> m_orderNonContactConstraintPool;
b3AlignedObjectArray<int> m_orderFrictionConstraintPool;
b3AlignedObjectArray<b3TypedConstraint::b3ConstraintInfo1> m_tmpConstraintSizesPool;
b3AlignedObjectArray<int> m_bodyCount;
b3AlignedObjectArray<int> m_bodyCountCheck;
b3AlignedObjectArray<b3Vector3> m_deltaLinearVelocities;
b3AlignedObjectArray<b3Vector3> m_deltaAngularVelocities;
bool m_usePgs;
void averageVelocities();
int m_maxOverrideNumSolverIterations;
int m_numSplitImpulseRecoveries;
b3Scalar getContactProcessingThreshold(b3Contact4* contact)
{
return 0.02f;
}
void setupFrictionConstraint( b3RigidBodyData* bodies,b3InertiaData* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation,
b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
void setupRollingFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation,
b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
b3SolverConstraint& addFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
b3SolverConstraint& addRollingFrictionConstraint(b3RigidBodyData* bodies,b3InertiaData* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,b3ContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyData* colObj0,b3RigidBodyData* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity=0, b3Scalar cfmSlip=0.f);
void setupContactConstraint(b3RigidBodyData* bodies, b3InertiaData* inertias,
b3SolverConstraint& solverConstraint, int solverBodyIdA, int solverBodyIdB, b3ContactPoint& cp,
const b3ContactSolverInfo& infoGlobal, b3Vector3& vel, b3Scalar& rel_vel, b3Scalar& relaxation,
b3Vector3& rel_pos1, b3Vector3& rel_pos2);
void setFrictionConstraintImpulse( b3RigidBodyData* bodies, b3InertiaData* inertias,b3SolverConstraint& solverConstraint, int solverBodyIdA,int solverBodyIdB,
b3ContactPoint& cp, const b3ContactSolverInfo& infoGlobal);
///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
unsigned long m_btSeed2;
b3Scalar restitutionCurve(b3Scalar rel_vel, b3Scalar restitution);
void convertContact(b3RigidBodyData* bodies, b3InertiaData* inertias,b3Contact4* manifold,const b3ContactSolverInfo& infoGlobal);
void resolveSplitPenetrationSIMD(
b3SolverBody& bodyA,b3SolverBody& bodyB,
const b3SolverConstraint& contactConstraint);
void resolveSplitPenetrationImpulseCacheFriendly(
b3SolverBody& bodyA,b3SolverBody& bodyB,
const b3SolverConstraint& contactConstraint);
//internal method
int getOrInitSolverBody(int bodyIndex, b3RigidBodyData* bodies,b3InertiaData* inertias);
void initSolverBody(int bodyIndex, b3SolverBody* solverBody, b3RigidBodyData* collisionObject);
void resolveSingleConstraintRowGeneric(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
void resolveSingleConstraintRowGenericSIMD(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
void resolveSingleConstraintRowLowerLimit(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
void resolveSingleConstraintRowLowerLimitSIMD(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
protected:
virtual b3Scalar solveGroupCacheFriendlySetup(b3RigidBodyData* bodies, b3InertiaData* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
virtual b3Scalar solveGroupCacheFriendlyIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
virtual void solveGroupCacheFriendlySplitImpulseIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
b3Scalar solveSingleIteration(int iteration, b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
virtual b3Scalar solveGroupCacheFriendlyFinish(b3RigidBodyData* bodies, b3InertiaData* inertias,int numBodies,const b3ContactSolverInfo& infoGlobal);
public:
B3_DECLARE_ALIGNED_ALLOCATOR();
b3PgsJacobiSolver(bool usePgs);
virtual ~b3PgsJacobiSolver();
// void solveContacts(int numBodies, b3RigidBodyData* bodies, b3InertiaData* inertias, int numContacts, b3Contact4* contacts);
void solveContacts(int numBodies, b3RigidBodyData* bodies, b3InertiaData* inertias, int numContacts, b3Contact4* contacts, int numConstraints, b3TypedConstraint** constraints);
b3Scalar solveGroup(b3RigidBodyData* bodies,b3InertiaData* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
///clear internal cached data and reset random seed
virtual void reset();
unsigned long b3Rand2();
int b3RandInt2 (int n);
void setRandSeed(unsigned long seed)
{
m_btSeed2 = seed;
}
unsigned long getRandSeed() const
{
return m_btSeed2;
}
};
#endif //B3_PGS_JACOBI_SOLVER