3 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
4 #include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
5 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
7 void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q);
8 void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q)
10 if (b3Fabs(n.z) > 0.70710678f)
12 // choose p in y-z plane
13 float a = n.y * n.y + n.z * n.z;
14 float k = 1.f / sqrt(a);
20 q[0].y = -n.x * p[0].z;
21 q[0].z = n.x * p[0].y;
25 // choose p in x-y plane
26 float a = n.x * n.x + n.y * n.y;
27 float k = 1.f / sqrt(a);
32 q[0].x = -n.z * p[0].y;
33 q[0].y = n.z * p[0].x;
38 void setLinearAndAngular(b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
40 *linear = b3MakeFloat4(n.x, n.y, n.z, 0.f);
41 *angular0 = b3Cross3(r0, n);
42 *angular1 = -b3Cross3(r1, n);
45 float calcRelVel(b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
46 b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1)
48 return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
51 float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
52 float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
54 // linear0,1 are normlized
55 float jmj0 = invMass0; //b3Dot3F4(linear0, linear0)*invMass0;
56 float jmj1 = b3Dot3F4(mtMul3(angular0, *invInertia0), angular0);
57 float jmj2 = invMass1; //b3Dot3F4(linear1, linear1)*invMass1;
58 float jmj3 = b3Dot3F4(mtMul3(angular1, *invInertia1), angular1);
59 return -1.f / (jmj0 + jmj1 + jmj2 + jmj3);
62 void setConstraint4(b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
63 b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
64 __global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
65 b3ContactConstraint4_t* dstC)
67 dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
68 dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
70 float dtInv = 1.f / dt;
71 for (int ic = 0; ic < 4; ic++)
73 dstC->m_appliedRambdaDt[ic] = 0.f;
75 dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
77 dstC->m_linear = src->m_worldNormalOnB;
78 dstC->m_linear.w = 0.7f; //src->getFrictionCoeff() );
79 for (int ic = 0; ic < 4; ic++)
81 b3Float4 r0 = src->m_worldPosB[ic] - posA;
82 b3Float4 r1 = src->m_worldPosB[ic] - posB;
84 if (ic >= src->m_worldNormalOnB.w) //npoints
86 dstC->m_jacCoeffInv[ic] = 0.f;
92 b3Float4 linear, angular0, angular1;
93 setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
95 dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
96 invMassA, &invInertiaA, invMassB, &invInertiaB);
98 relVelN = calcRelVel(linear, -linear, angular0, angular1,
99 linVelA, angVelA, linVelB, angVelB);
101 float e = 0.f; //src->getRestituitionCoeff();
102 if (relVelN * relVelN < 0.004f) e = 0.f;
104 dstC->m_b[ic] = e * relVelN;
105 //float penetration = src->m_worldPosB[ic].w;
106 dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift) * positionConstraintCoeff * dtInv;
107 dstC->m_appliedRambdaDt[ic] = 0.f;
111 if (src->m_worldNormalOnB.w > 0) //npoints
112 { // prepare friction
113 b3Float4 center = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);
114 for (int i = 0; i < src->m_worldNormalOnB.w; i++)
115 center += src->m_worldPosB[i];
116 center /= (float)src->m_worldNormalOnB.w;
119 b3PlaneSpace1(src->m_worldNormalOnB, &tangent[0], &tangent[1]);
122 r[0] = center - posA;
123 r[1] = center - posB;
125 for (int i = 0; i < 2; i++)
127 b3Float4 linear, angular0, angular1;
128 setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
130 dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
131 invMassA, &invInertiaA, invMassB, &invInertiaB);
132 dstC->m_fAppliedRambdaDt[i] = 0.f;
134 dstC->m_center = center;
137 for (int i = 0; i < 4; i++)
139 if (i < src->m_worldNormalOnB.w)
141 dstC->m_worldPos[i] = src->m_worldPosB[i];
145 dstC->m_worldPos[i] = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);