[dali_2.3.21] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-physics / third-party / bullet3 / src / Bullet3Dynamics / shared / b3ConvertConstraint4.h
1
2
3 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
4 #include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
5 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
6
7 void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q);
8 void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q)
9 {
10         if (b3Fabs(n.z) > 0.70710678f)
11         {
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);
15                 p[0].x = 0;
16                 p[0].y = -n.z * k;
17                 p[0].z = n.y * k;
18                 // set q = n x p
19                 q[0].x = a * k;
20                 q[0].y = -n.x * p[0].z;
21                 q[0].z = n.x * p[0].y;
22         }
23         else
24         {
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);
28                 p[0].x = -n.y * k;
29                 p[0].y = n.x * k;
30                 p[0].z = 0;
31                 // set q = n x p
32                 q[0].x = -n.z * p[0].y;
33                 q[0].y = n.z * p[0].x;
34                 q[0].z = a * k;
35         }
36 }
37
38 void setLinearAndAngular(b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
39 {
40         *linear = b3MakeFloat4(n.x, n.y, n.z, 0.f);
41         *angular0 = b3Cross3(r0, n);
42         *angular1 = -b3Cross3(r1, n);
43 }
44
45 float calcRelVel(b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
46                                  b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1)
47 {
48         return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
49 }
50
51 float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
52                                    float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
53 {
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);
60 }
61
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)
66 {
67         dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
68         dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
69
70         float dtInv = 1.f / dt;
71         for (int ic = 0; ic < 4; ic++)
72         {
73                 dstC->m_appliedRambdaDt[ic] = 0.f;
74         }
75         dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
76
77         dstC->m_linear = src->m_worldNormalOnB;
78         dstC->m_linear.w = 0.7f;  //src->getFrictionCoeff() );
79         for (int ic = 0; ic < 4; ic++)
80         {
81                 b3Float4 r0 = src->m_worldPosB[ic] - posA;
82                 b3Float4 r1 = src->m_worldPosB[ic] - posB;
83
84                 if (ic >= src->m_worldNormalOnB.w)  //npoints
85                 {
86                         dstC->m_jacCoeffInv[ic] = 0.f;
87                         continue;
88                 }
89
90                 float relVelN;
91                 {
92                         b3Float4 linear, angular0, angular1;
93                         setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
94
95                         dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
96                                                                                                    invMassA, &invInertiaA, invMassB, &invInertiaB);
97
98                         relVelN = calcRelVel(linear, -linear, angular0, angular1,
99                                                                  linVelA, angVelA, linVelB, angVelB);
100
101                         float e = 0.f;  //src->getRestituitionCoeff();
102                         if (relVelN * relVelN < 0.004f) e = 0.f;
103
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;
108                 }
109         }
110
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;
117
118                 b3Float4 tangent[2];
119                 b3PlaneSpace1(src->m_worldNormalOnB, &tangent[0], &tangent[1]);
120
121                 b3Float4 r[2];
122                 r[0] = center - posA;
123                 r[1] = center - posB;
124
125                 for (int i = 0; i < 2; i++)
126                 {
127                         b3Float4 linear, angular0, angular1;
128                         setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
129
130                         dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
131                                                                                                    invMassA, &invInertiaA, invMassB, &invInertiaB);
132                         dstC->m_fAppliedRambdaDt[i] = 0.f;
133                 }
134                 dstC->m_center = center;
135         }
136
137         for (int i = 0; i < 4; i++)
138         {
139                 if (i < src->m_worldNormalOnB.w)
140                 {
141                         dstC->m_worldPos[i] = src->m_worldPosB[i];
142                 }
143                 else
144                 {
145                         dstC->m_worldPos[i] = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);
146                 }
147         }
148 }