154 lines
4.5 KiB
C++
154 lines
4.5 KiB
C++
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
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#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q);
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void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q)
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{
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if (b3Fabs(n.z) > 0.70710678f) {
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// choose p in y-z plane
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float a = n.y*n.y + n.z*n.z;
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float k = 1.f/sqrt(a);
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p[0].x = 0;
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p[0].y = -n.z*k;
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p[0].z = n.y*k;
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// set q = n x p
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q[0].x = a*k;
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q[0].y = -n.x*p[0].z;
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q[0].z = n.x*p[0].y;
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}
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else {
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// choose p in x-y plane
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float a = n.x*n.x + n.y*n.y;
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float k = 1.f/sqrt(a);
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p[0].x = -n.y*k;
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p[0].y = n.x*k;
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p[0].z = 0;
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// set q = n x p
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q[0].x = -n.z*p[0].y;
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q[0].y = n.z*p[0].x;
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q[0].z = a*k;
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}
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}
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void setLinearAndAngular( b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
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{
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*linear = b3MakeFloat4(n.x,n.y,n.z,0.f);
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*angular0 = b3Cross3(r0, n);
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*angular1 = -b3Cross3(r1, n);
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}
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float calcRelVel( b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
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b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1 )
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{
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return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
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}
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float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
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float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
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{
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// linear0,1 are normlized
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float jmj0 = invMass0;//b3Dot3F4(linear0, linear0)*invMass0;
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float jmj1 = b3Dot3F4(mtMul3(angular0,*invInertia0), angular0);
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float jmj2 = invMass1;//b3Dot3F4(linear1, linear1)*invMass1;
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float jmj3 = b3Dot3F4(mtMul3(angular1,*invInertia1), angular1);
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return -1.f/(jmj0+jmj1+jmj2+jmj3);
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}
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void setConstraint4( b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
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b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
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__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
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b3ContactConstraint4_t* dstC )
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{
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dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
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dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
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float dtInv = 1.f/dt;
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for(int ic=0; ic<4; ic++)
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{
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dstC->m_appliedRambdaDt[ic] = 0.f;
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}
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dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
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dstC->m_linear = src->m_worldNormalOnB;
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dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );
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for(int ic=0; ic<4; ic++)
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{
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b3Float4 r0 = src->m_worldPosB[ic] - posA;
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b3Float4 r1 = src->m_worldPosB[ic] - posB;
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if( ic >= src->m_worldNormalOnB.w )//npoints
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{
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dstC->m_jacCoeffInv[ic] = 0.f;
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continue;
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}
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float relVelN;
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{
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b3Float4 linear, angular0, angular1;
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setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
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dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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relVelN = calcRelVel(linear, -linear, angular0, angular1,
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linVelA, angVelA, linVelB, angVelB);
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float e = 0.f;//src->getRestituitionCoeff();
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if( relVelN*relVelN < 0.004f ) e = 0.f;
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dstC->m_b[ic] = e*relVelN;
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//float penetration = src->m_worldPosB[ic].w;
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dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;
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dstC->m_appliedRambdaDt[ic] = 0.f;
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}
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}
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if( src->m_worldNormalOnB.w > 0 )//npoints
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{ // prepare friction
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b3Float4 center = b3MakeFloat4(0.f,0.f,0.f,0.f);
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for(int i=0; i<src->m_worldNormalOnB.w; i++)
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center += src->m_worldPosB[i];
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center /= (float)src->m_worldNormalOnB.w;
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b3Float4 tangent[2];
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b3PlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);
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b3Float4 r[2];
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r[0] = center - posA;
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r[1] = center - posB;
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for(int i=0; i<2; i++)
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{
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b3Float4 linear, angular0, angular1;
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setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
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dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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dstC->m_fAppliedRambdaDt[i] = 0.f;
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}
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dstC->m_center = center;
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}
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for(int i=0; i<4; i++)
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{
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if( i<src->m_worldNormalOnB.w )
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{
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dstC->m_worldPos[i] = src->m_worldPosB[i];
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}
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else
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{
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dstC->m_worldPos[i] = b3MakeFloat4(0.f,0.f,0.f,0.f);
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}
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}
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}
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