Bullet Collision Detection & Physics Library
btSolverBody.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_SOLVER_BODY_H
17#define BT_SOLVER_BODY_H
18
19class btRigidBody;
22
25
27#ifdef BT_USE_SSE
28#define USE_SIMD 1
29#endif //
30
31
32#ifdef USE_SIMD
33
34struct btSimdScalar
35{
37 {
38
39 }
40
43 {
44 }
45
48 {
49 }
50 union
51 {
53 float m_floats[4];
54 int m_ints[4];
56 };
58 {
59 return m_vec128;
60 }
61
62 SIMD_FORCE_INLINE const __m128 get128() const
63 {
64 return m_vec128;
65 }
66
68 {
69 m_vec128 = v128;
70 }
71
72 SIMD_FORCE_INLINE operator __m128()
73 {
74 return m_vec128;
75 }
76 SIMD_FORCE_INLINE operator const __m128() const
77 {
78 return m_vec128;
79 }
80
81 SIMD_FORCE_INLINE operator float() const
82 {
83 return m_floats[0];
84 }
85
86};
87
90operator*(const btSimdScalar& v1, const btSimdScalar& v2)
91{
92 return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
93}
94
97operator+(const btSimdScalar& v1, const btSimdScalar& v2)
98{
99 return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
100}
101
102
103#else
104#define btSimdScalar btScalar
105#endif
106
109{
123
126 {
127 m_worldTransform = worldTransform;
128 }
129
131 {
132 return m_worldTransform;
133 }
134
135
136
138 {
139 if (m_originalBody)
140 velocity = m_linearVelocity + m_externalForceImpulse + (m_angularVelocity+m_externalTorqueImpulse).cross(rel_pos);
141 else
142 velocity.setValue(0,0,0);
143 }
144
145
147 {
148 if (m_originalBody)
149 velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
150 else
151 velocity.setValue(0,0,0);
152 }
153
155 {
156 if (m_originalBody)
157 angVel =m_angularVelocity+m_deltaAngularVelocity;
158 else
159 angVel.setValue(0,0,0);
160 }
161
162
163 //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
165 {
166 if (m_originalBody)
167 {
168 m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
169 m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
170 }
171 }
172
174 {
175 if (m_originalBody)
176 {
177 m_pushVelocity += linearComponent*impulseMagnitude*m_linearFactor;
178 m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
179 }
180 }
181
182
183
185 {
186 return m_deltaLinearVelocity;
187 }
188
190 {
191 return m_deltaAngularVelocity;
192 }
193
195 {
196 return m_pushVelocity;
197 }
198
200 {
201 return m_turnVelocity;
202 }
203
204
207
209 {
210 return m_deltaLinearVelocity;
211 }
212
214 {
215 return m_deltaAngularVelocity;
216 }
217
219 {
220 return m_angularFactor;
221 }
222
224 {
225 return m_invMass;
226 }
227
228 void internalSetInvMass(const btVector3& invMass)
229 {
230 m_invMass = invMass;
231 }
232
234 {
235 return m_pushVelocity;
236 }
237
239 {
240 return m_turnVelocity;
241 }
242
244 {
245 velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
246 }
247
249 {
250 angVel = m_angularVelocity+m_deltaAngularVelocity;
251 }
252
253
254 //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
256 {
257 if (m_originalBody)
258 {
259 m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
260 m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
261 }
262 }
263
264
265
266
268 {
269 if (m_originalBody)
270 {
271 m_linearVelocity +=m_deltaLinearVelocity;
272 m_angularVelocity += m_deltaAngularVelocity;
273
274 //m_originalBody->setCompanionId(-1);
275 }
276 }
277
278
280 {
281 (void) timeStep;
282 if (m_originalBody)
283 {
284 m_linearVelocity += m_deltaLinearVelocity;
285 m_angularVelocity += m_deltaAngularVelocity;
286
287 //correct the position/orientation based on push/turn recovery
289 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)
290 {
291 // btQuaternion orn = m_worldTransform.getRotation();
292 btTransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
293 m_worldTransform = newTransform;
294 }
295 //m_worldTransform.setRotation(orn);
296 //m_originalBody->setCompanionId(-1);
297 }
298 }
299
300
301
302};
303
304#endif //BT_SOLVER_BODY_H
305
306
btMatrix3x3 operator*(const btMatrix3x3 &m, const btScalar &k)
btMatrix3x3 operator+(const btMatrix3x3 &m1, const btMatrix3x3 &m2)
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:29
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:292
#define ATTRIBUTE_ALIGNED16(a)
Definition btScalar.h:82
#define SIMD_FORCE_INLINE
Definition btScalar.h:81
#define btSimdScalar
Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later,...
The btRigidBody is the main class for rigid body objects.
Definition btRigidBody.h:63
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:34
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:84
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition btVector3.h:652
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
void getAngularVelocity(btVector3 &angVel) const
const btVector3 & getPushVelocity() const
const btVector3 & getTurnVelocity() const
const btVector3 & getDeltaLinearVelocity() const
btVector3 m_linearFactor
btVector3 m_invMass
btVector3 m_pushVelocity
btVector3 & internalGetDeltaAngularVelocity()
void setWorldTransform(const btTransform &worldTransform)
btVector3 m_angularVelocity
btVector3 m_deltaLinearVelocity
btRigidBody * m_originalBody
void internalApplyPushImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, btScalar impulseMagnitude)
btVector3 & internalGetTurnVelocity()
BT_DECLARE_ALIGNED_ALLOCATOR()
btVector3 m_deltaAngularVelocity
btVector3 m_linearVelocity
void getVelocityInLocalPointNoDelta(const btVector3 &rel_pos, btVector3 &velocity) const
const btVector3 & getDeltaAngularVelocity() const
btTransform m_worldTransform
btVector3 & internalGetPushVelocity()
const btVector3 & internalGetAngularFactor() const
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
btVector3 & internalGetDeltaLinearVelocity()
some internal methods, don't use them
void writebackVelocity()
void internalSetInvMass(const btVector3 &invMass)
btVector3 m_angularFactor
void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
void internalGetAngularVelocity(btVector3 &angVel) const
btVector3 m_externalTorqueImpulse
void internalGetVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
const btTransform & getWorldTransform() const
void applyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
void getVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
const btVector3 & internalGetInvMass() const
btVector3 m_turnVelocity
btVector3 m_externalForceImpulse