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- /*
- 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 B3_SOLVER_BODY_H
- #define B3_SOLVER_BODY_H
- #include "Bullet3Common/b3Vector3.h"
- #include "Bullet3Common/b3Matrix3x3.h"
- #include "Bullet3Common/b3AlignedAllocator.h"
- #include "Bullet3Common/b3TransformUtil.h"
- ///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
- #ifdef B3_USE_SSE
- #define USE_SIMD 1
- #endif //
- #ifdef USE_SIMD
- struct b3SimdScalar
- {
- B3_FORCE_INLINE b3SimdScalar()
- {
- }
- B3_FORCE_INLINE b3SimdScalar(float fl)
- : m_vec128(_mm_set1_ps(fl))
- {
- }
- B3_FORCE_INLINE b3SimdScalar(__m128 v128)
- : m_vec128(v128)
- {
- }
- union {
- __m128 m_vec128;
- float m_floats[4];
- float x, y, z, w;
- int m_ints[4];
- b3Scalar m_unusedPadding;
- };
- B3_FORCE_INLINE __m128 get128()
- {
- return m_vec128;
- }
- B3_FORCE_INLINE const __m128 get128() const
- {
- return m_vec128;
- }
- B3_FORCE_INLINE void set128(__m128 v128)
- {
- m_vec128 = v128;
- }
- B3_FORCE_INLINE operator __m128()
- {
- return m_vec128;
- }
- B3_FORCE_INLINE operator const __m128() const
- {
- return m_vec128;
- }
- B3_FORCE_INLINE operator float() const
- {
- return m_floats[0];
- }
- };
- ///@brief Return the elementwise product of two b3SimdScalar
- B3_FORCE_INLINE b3SimdScalar
- operator*(const b3SimdScalar& v1, const b3SimdScalar& v2)
- {
- return b3SimdScalar(_mm_mul_ps(v1.get128(), v2.get128()));
- }
- ///@brief Return the elementwise product of two b3SimdScalar
- B3_FORCE_INLINE b3SimdScalar
- operator+(const b3SimdScalar& v1, const b3SimdScalar& v2)
- {
- return b3SimdScalar(_mm_add_ps(v1.get128(), v2.get128()));
- }
- #else
- #define b3SimdScalar b3Scalar
- #endif
- ///The b3SolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
- B3_ATTRIBUTE_ALIGNED16(struct)
- b3SolverBody
- {
- B3_DECLARE_ALIGNED_ALLOCATOR();
- b3Transform m_worldTransform;
- b3Vector3 m_deltaLinearVelocity;
- b3Vector3 m_deltaAngularVelocity;
- b3Vector3 m_angularFactor;
- b3Vector3 m_linearFactor;
- b3Vector3 m_invMass;
- b3Vector3 m_pushVelocity;
- b3Vector3 m_turnVelocity;
- b3Vector3 m_linearVelocity;
- b3Vector3 m_angularVelocity;
- union {
- void* m_originalBody;
- int m_originalBodyIndex;
- };
- int padding[3];
- void setWorldTransform(const b3Transform& worldTransform)
- {
- m_worldTransform = worldTransform;
- }
- const b3Transform& getWorldTransform() const
- {
- return m_worldTransform;
- }
- B3_FORCE_INLINE void getVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity) const
- {
- if (m_originalBody)
- velocity = m_linearVelocity + m_deltaLinearVelocity + (m_angularVelocity + m_deltaAngularVelocity).cross(rel_pos);
- else
- velocity.setValue(0, 0, 0);
- }
- B3_FORCE_INLINE void getAngularVelocity(b3Vector3 & angVel) const
- {
- if (m_originalBody)
- angVel = m_angularVelocity + m_deltaAngularVelocity;
- else
- angVel.setValue(0, 0, 0);
- }
- //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
- B3_FORCE_INLINE void applyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent, const b3Scalar impulseMagnitude)
- {
- if (m_originalBody)
- {
- m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
- m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
- }
- }
- B3_FORCE_INLINE void internalApplyPushImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent, b3Scalar impulseMagnitude)
- {
- if (m_originalBody)
- {
- m_pushVelocity += linearComponent * impulseMagnitude * m_linearFactor;
- m_turnVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
- }
- }
- const b3Vector3& getDeltaLinearVelocity() const
- {
- return m_deltaLinearVelocity;
- }
- const b3Vector3& getDeltaAngularVelocity() const
- {
- return m_deltaAngularVelocity;
- }
- const b3Vector3& getPushVelocity() const
- {
- return m_pushVelocity;
- }
- const b3Vector3& getTurnVelocity() const
- {
- return m_turnVelocity;
- }
- ////////////////////////////////////////////////
- ///some internal methods, don't use them
- b3Vector3& internalGetDeltaLinearVelocity()
- {
- return m_deltaLinearVelocity;
- }
- b3Vector3& internalGetDeltaAngularVelocity()
- {
- return m_deltaAngularVelocity;
- }
- const b3Vector3& internalGetAngularFactor() const
- {
- return m_angularFactor;
- }
- const b3Vector3& internalGetInvMass() const
- {
- return m_invMass;
- }
- void internalSetInvMass(const b3Vector3& invMass)
- {
- m_invMass = invMass;
- }
- b3Vector3& internalGetPushVelocity()
- {
- return m_pushVelocity;
- }
- b3Vector3& internalGetTurnVelocity()
- {
- return m_turnVelocity;
- }
- B3_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity) const
- {
- velocity = m_linearVelocity + m_deltaLinearVelocity + (m_angularVelocity + m_deltaAngularVelocity).cross(rel_pos);
- }
- B3_FORCE_INLINE void internalGetAngularVelocity(b3Vector3 & angVel) const
- {
- angVel = m_angularVelocity + m_deltaAngularVelocity;
- }
- //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
- B3_FORCE_INLINE void internalApplyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent, const b3Scalar impulseMagnitude)
- {
- //if (m_originalBody)
- {
- m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
- m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
- }
- }
- void writebackVelocity()
- {
- //if (m_originalBody>=0)
- {
- m_linearVelocity += m_deltaLinearVelocity;
- m_angularVelocity += m_deltaAngularVelocity;
- //m_originalBody->setCompanionId(-1);
- }
- }
- void writebackVelocityAndTransform(b3Scalar timeStep, b3Scalar splitImpulseTurnErp)
- {
- (void)timeStep;
- if (m_originalBody)
- {
- m_linearVelocity += m_deltaLinearVelocity;
- m_angularVelocity += m_deltaAngularVelocity;
- //correct the position/orientation based on push/turn recovery
- b3Transform newTransform;
- if (m_pushVelocity[0] != 0.f || m_pushVelocity[1] != 0 || m_pushVelocity[2] != 0 || m_turnVelocity[0] != 0.f || m_turnVelocity[1] != 0 || m_turnVelocity[2] != 0)
- {
- // b3Quaternion orn = m_worldTransform.getRotation();
- b3TransformUtil::integrateTransform(m_worldTransform, m_pushVelocity, m_turnVelocity * splitImpulseTurnErp, timeStep, newTransform);
- m_worldTransform = newTransform;
- }
- //m_worldTransform.setRotation(orn);
- //m_originalBody->setCompanionId(-1);
- }
- }
- };
- #endif //B3_SOLVER_BODY_H
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