| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose,  | 
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| 8 | including commercial applications, and to alter it and redistribute it freely,  | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 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. | 
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #ifndef BT_SOLVER_BODY_H | 
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| 17 | #define BT_SOLVER_BODY_H | 
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| 18 |  | 
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| 19 | class   btRigidBody; | 
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| 20 | #include "LinearMath/btVector3.h" | 
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| 21 | #include "LinearMath/btMatrix3x3.h" | 
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| 22 | #include "BulletDynamics/Dynamics/btRigidBody.h" | 
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| 23 | #include "LinearMath/btAlignedAllocator.h" | 
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| 24 | #include "LinearMath/btTransformUtil.h" | 
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| 25 |  | 
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| 26 |  | 
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| 27 | ///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance. | 
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| 28 | ATTRIBUTE_ALIGNED16 (struct)    btSolverBody | 
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| 29 | { | 
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| 30 |         BT_DECLARE_ALIGNED_ALLOCATOR(); | 
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| 31 |          | 
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| 32 |         btMatrix3x3             m_worldInvInertiaTensor; | 
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| 33 |  | 
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| 34 |         btVector3               m_angularVelocity; | 
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| 35 |         btVector3               m_linearVelocity; | 
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| 36 |         btVector3               m_centerOfMassPosition; | 
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| 37 |         btVector3               m_pushVelocity; | 
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| 38 |         btVector3               m_turnVelocity; | 
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| 39 |  | 
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| 40 |         float                   m_angularFactor; | 
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| 41 |         float                   m_invMass; | 
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| 42 |         float                   m_friction; | 
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| 43 |         btRigidBody*    m_originalBody; | 
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| 44 |          | 
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| 45 |          | 
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| 46 |         SIMD_FORCE_INLINE void  getVelocityInLocalPoint(const btVector3& rel_pos, btVector3& velocity ) const | 
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| 47 |         { | 
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| 48 |                 velocity = m_linearVelocity + m_angularVelocity.cross(rel_pos); | 
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| 49 |         } | 
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| 50 |  | 
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| 51 |         //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position | 
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| 52 |         SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) | 
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| 53 |         { | 
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| 54 |                 if (m_invMass) | 
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| 55 |                 { | 
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| 56 |                         m_linearVelocity += linearComponent*impulseMagnitude; | 
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| 57 |                         m_angularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); | 
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| 58 |                 } | 
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| 59 |         } | 
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| 60 |          | 
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| 61 |         SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) | 
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| 62 |         { | 
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| 63 |                 if (m_invMass) | 
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| 64 |                 { | 
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| 65 |                         m_pushVelocity += linearComponent*impulseMagnitude; | 
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| 66 |                         m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); | 
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| 67 |                 } | 
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| 68 |         } | 
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| 69 |  | 
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| 70 |          | 
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| 71 |         void    writebackVelocity() | 
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| 72 |         { | 
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| 73 |                 if (m_invMass) | 
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| 74 |                 { | 
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| 75 |                         m_originalBody->setLinearVelocity(m_linearVelocity); | 
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| 76 |                         m_originalBody->setAngularVelocity(m_angularVelocity); | 
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| 77 |                          | 
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| 78 |                         //m_originalBody->setCompanionId(-1); | 
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| 79 |                 } | 
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| 80 |         } | 
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| 81 |          | 
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| 82 |  | 
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| 83 |         void    writebackVelocity(btScalar timeStep) | 
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| 84 |         { | 
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| 85 |                 if (m_invMass) | 
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| 86 |                 { | 
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| 87 |                         m_originalBody->setLinearVelocity(m_linearVelocity); | 
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| 88 |                         m_originalBody->setAngularVelocity(m_angularVelocity); | 
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| 89 |                          | 
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| 90 |                         //correct the position/orientation based on push/turn recovery | 
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| 91 |                         btTransform newTransform; | 
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| 92 |                         btTransformUtil::integrateTransform(m_originalBody->getWorldTransform(),m_pushVelocity,m_turnVelocity,timeStep,newTransform); | 
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| 93 |                         m_originalBody->setWorldTransform(newTransform); | 
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| 94 |                          | 
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| 95 |                         //m_originalBody->setCompanionId(-1); | 
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| 96 |                 } | 
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| 97 |         } | 
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| 98 |  | 
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| 99 |         void    readVelocity() | 
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| 100 |         { | 
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| 101 |                 if (m_invMass) | 
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| 102 |                 { | 
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| 103 |                         m_linearVelocity = m_originalBody->getLinearVelocity(); | 
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| 104 |                         m_angularVelocity = m_originalBody->getAngularVelocity(); | 
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| 105 |                 } | 
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| 106 |         } | 
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| 107 |  | 
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| 108 |          | 
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| 109 |  | 
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| 110 |  | 
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| 111 | }; | 
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| 112 |  | 
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| 113 | #endif //BT_SOLVER_BODY_H | 
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| 114 |  | 
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| 115 |  | 
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