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- #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
- inline void integrateSingleTransform(__global b3RigidBodyData_t* bodies, int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
- {
- if (bodies[nodeID].m_invMass != 0.f)
- {
- float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
- //angular velocity
- {
- b3Float4 axis;
- //add some hardcoded angular damping
- bodies[nodeID].m_angVel.x *= angularDamping;
- bodies[nodeID].m_angVel.y *= angularDamping;
- bodies[nodeID].m_angVel.z *= angularDamping;
- b3Float4 angvel = bodies[nodeID].m_angVel;
- float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
- //limit the angular motion
- if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
- {
- fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
- }
- if (fAngle < 0.001f)
- {
- // use Taylor's expansions of sync function
- axis = angvel * (0.5f * timeStep - (timeStep * timeStep * timeStep) * 0.020833333333f * fAngle * fAngle);
- }
- else
- {
- // sync(fAngle) = sin(c*fAngle)/t
- axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
- }
- b3Quat dorn;
- dorn.x = axis.x;
- dorn.y = axis.y;
- dorn.z = axis.z;
- dorn.w = b3Cos(fAngle * timeStep * 0.5f);
- b3Quat orn0 = bodies[nodeID].m_quat;
- b3Quat predictedOrn = b3QuatMul(dorn, orn0);
- predictedOrn = b3QuatNormalized(predictedOrn);
- bodies[nodeID].m_quat = predictedOrn;
- }
- //linear velocity
- bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
- //apply gravity
- bodies[nodeID].m_linVel += gravityAcceleration * timeStep;
- }
- }
- inline void b3IntegrateTransform(__global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
- {
- float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
- if ((body->m_invMass != 0.f))
- {
- //angular velocity
- {
- b3Float4 axis;
- //add some hardcoded angular damping
- body->m_angVel.x *= angularDamping;
- body->m_angVel.y *= angularDamping;
- body->m_angVel.z *= angularDamping;
- b3Float4 angvel = body->m_angVel;
- float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
- //limit the angular motion
- if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
- {
- fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
- }
- if (fAngle < 0.001f)
- {
- // use Taylor's expansions of sync function
- axis = angvel * (0.5f * timeStep - (timeStep * timeStep * timeStep) * 0.020833333333f * fAngle * fAngle);
- }
- else
- {
- // sync(fAngle) = sin(c*fAngle)/t
- axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
- }
- b3Quat dorn;
- dorn.x = axis.x;
- dorn.y = axis.y;
- dorn.z = axis.z;
- dorn.w = b3Cos(fAngle * timeStep * 0.5f);
- b3Quat orn0 = body->m_quat;
- b3Quat predictedOrn = b3QuatMul(dorn, orn0);
- predictedOrn = b3QuatNormalized(predictedOrn);
- body->m_quat = predictedOrn;
- }
- //apply gravity
- body->m_linVel += gravityAcceleration * timeStep;
- //linear velocity
- body->m_pos += body->m_linVel * timeStep;
- }
- }
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