This commit is contained in:
erwin coumans 2013-04-19 18:30:24 -07:00
commit dd315d164d
20 changed files with 3228 additions and 24 deletions

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@ -109,6 +109,10 @@
include "../btgui/OpenGLTrueTypeFont"
-- include "../btgui/OpenGLWindow"
-- include "../demo/ObjLoader"
include "../src/Bullet3Dynamics"
include "../src/Bullet3Common"
include "../src/Bullet3Geometry"
include "../src/Bullet3Collision"
end

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@ -38,9 +38,9 @@ public:
:useOpenCL(true),
preferredOpenCLPlatformIndex(-1),
preferredOpenCLDeviceIndex(-1),
arraySizeX(30),
arraySizeX(10),
arraySizeY(30),
arraySizeZ(30),
arraySizeZ(10),
m_useConcaveMesh(false),
gapX(14.3),
gapY(14.0),

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@ -25,7 +25,10 @@ function createProject(vendor)
}
links {
"gwen"
"gwen",
"Bullet3Common",
"Bullet3Geometry",
"Bullet3Dynamics"
}
files {
@ -41,12 +44,6 @@ function createProject(vendor)
"../ObjLoader/list.cpp",
"../ObjLoader/list.h",
"../../src/Bullet3Common/b3AlignedAllocator.cpp",
"../../src/Bullet3Common/b3AlignedAllocator.h",
"../../src/Bullet3Common/b3Quickprof.cpp",
"../../src/Bullet3Common/b3Quickprof.h",
"../../src/Bullet3Geometry/b3ConvexHullComputer.cpp",
"../../src/Bullet3Geometry/b3ConvexHullComputer.h",
"../../btgui/OpenGLWindow/GLInstancingRenderer.cpp",
"../../btgui/OpenGLWindow/GLInstancingRenderer.h",

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@ -3,12 +3,12 @@
#define _CONVEX_HULL_CONTACT_H
#include "parallel_primitives/host/btOpenCLArray.h"
#include "b3RigidBodyCL.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "b3ConvexUtility.h"
#include "b3ConvexPolyhedronCL.h"
#include "b3Collidable.h"
#include "b3Contact4.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h"
#include "parallel_primitives/host/btInt2.h"
#include "parallel_primitives/host/btInt4.h"
#include "b3OptimizedBvh.h"

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@ -4,8 +4,8 @@
#include "../../basic_initialize/b3OpenCLInclude.h"
#include "../../parallel_primitives/host/btOpenCLArray.h"
#include "../../gpu_narrowphase/host/b3RigidBodyCL.h"
#include "../../gpu_narrowphase/host/b3Contact4.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h"
#include "b3GpuConstraint4.h"
class b3GpuBatchingPgsSolver

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@ -9,14 +9,18 @@
#include "../../gpu_broadphase/host/b3SapAabb.h"
#include "../../gpu_broadphase/host/b3GpuSapBroadphase.h"
#include "parallel_primitives/host/btLauncherCL.h"
#include "Bullet3Dynamics/ConstraintSolver/b3PgsJacobiSolver.h"
//#define TEST_OTHER_GPU_SOLVER
#ifdef TEST_OTHER_GPU_SOLVER
#include "btGpuJacobiSolver.h"
#include "btPgsJacobiSolver.h"
#include "b3PgsJacobiSolver.h"
#endif //TEST_OTHER_GPU_SOLVER
#include "../../gpu_narrowphase/host/b3RigidBodyCL.h"
#include "../../gpu_narrowphase/host/b3Contact4.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h"
#include "b3GpuBatchingPgsSolver.h"
#include "b3Solver.h"
@ -31,8 +35,11 @@ b3GpuRigidBodyPipeline::b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id devic
m_data->m_context = ctx;
m_data->m_device = device;
m_data->m_queue = q;
m_data->m_solver = new b3PgsJacobiSolver();
#ifdef TEST_OTHER_GPU_SOLVER
m_data->m_solver = new btPgsJacobiSolver();
m_data->m_solver3 = new btGpuJacobiSolver(ctx,device,q,config.m_maxBroadphasePairs);
#endif // TEST_OTHER_GPU_SOLVER
b3Config config;
@ -66,9 +73,10 @@ b3GpuRigidBodyPipeline::b3GpuRigidBodyPipeline(cl_context ctx,cl_device_id devic
b3GpuRigidBodyPipeline::~b3GpuRigidBodyPipeline()
{
clReleaseKernel(m_data->m_integrateTransformsKernel);
#ifdef TEST_OTHER_GPU_SOLVER
delete m_data->m_solver;
#ifdef TEST_OTHER_GPU_SOLVER
delete m_data->m_solver3;
#endif //TEST_OTHER_GPU_SOLVER
@ -141,7 +149,20 @@ void b3GpuRigidBodyPipeline::stepSimulation(float deltaTime)
btOpenCLArray<b3Contact4> gpuContacts(m_data->m_context,m_data->m_queue,0,true);
gpuContacts.setFromOpenCLBuffer(m_data->m_narrowphase->getContactsGpu(),m_data->m_narrowphase->getNumContactsGpu());
bool useJacobi = false;
bool useBullet2CpuSolver = false;
if (useBullet2CpuSolver)
{
b3AlignedObjectArray<b3RigidBodyCL> hostBodies;
gpuBodies.copyToHost(hostBodies);
b3AlignedObjectArray<btInertiaCL> hostInertias;
gpuInertias.copyToHost(hostInertias);
b3AlignedObjectArray<b3Contact4> hostContacts;
gpuContacts.copyToHost(hostContacts);
{
m_data->m_solver->solveContacts(m_data->m_narrowphase->getNumBodiesGpu(),&hostBodies[0],&hostInertias[0],numContacts,&hostContacts[0]);
}
gpuBodies.copyFromHost(hostBodies);
} else
#ifdef TEST_OTHER_GPU_SOLVER
if (useJacobi)
{

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@ -18,7 +18,7 @@ struct b3GpuRigidBodyPipelineInternalData
cl_kernel m_integrateTransformsKernel;
cl_kernel m_updateAabbsKernel;
class btPgsJacobiSolver* m_solver;
class b3PgsJacobiSolver* m_solver;
class b3GpuBatchingPgsSolver* m_solver2;
class btGpuJacobiSolver* m_solver3;

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@ -19,8 +19,8 @@ subject to the following restrictions:
#include "../../parallel_primitives/host/btOpenCLArray.h"
#include "../host/b3GpuConstraint4.h"
#include "../../gpu_narrowphase/host/b3RigidBodyCL.h"
#include "../../gpu_narrowphase/host/b3Contact4.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3RigidBodyCL.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3Contact4.h"
#include "../host/b3GpuConstraint4.h"
#include "../../parallel_primitives/host/btPrefixScanCL.h"

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@ -0,0 +1,13 @@
project "Bullet3Collision"
language "C++"
kind "StaticLib"
includedirs {".."}
targetdir "../../bin"
files {
"**.cpp",
"**.h"
}

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@ -0,0 +1,159 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_CONTACT_SOLVER_INFO
#define BT_CONTACT_SOLVER_INFO
#include "Bullet3Common/b3Scalar.h"
enum btSolverMode
{
SOLVER_RANDMIZE_ORDER = 1,
SOLVER_FRICTION_SEPARATE = 2,
SOLVER_USE_WARMSTARTING = 4,
SOLVER_USE_2_FRICTION_DIRECTIONS = 16,
SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32,
SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
SOLVER_CACHE_FRIENDLY = 128,
SOLVER_SIMD = 256,
SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS = 512,
SOLVER_ALLOW_ZERO_LENGTH_FRICTION_DIRECTIONS = 1024
};
struct btContactSolverInfoData
{
b3Scalar m_tau;
b3Scalar m_damping;//global non-contact constraint damping, can be locally overridden by constraints during 'getInfo2'.
b3Scalar m_friction;
b3Scalar m_timeStep;
b3Scalar m_restitution;
int m_numIterations;
b3Scalar m_maxErrorReduction;
b3Scalar m_sor;
b3Scalar m_erp;//used as Baumgarte factor
b3Scalar m_erp2;//used in Split Impulse
b3Scalar m_globalCfm;//constraint force mixing
int m_splitImpulse;
b3Scalar m_splitImpulsePenetrationThreshold;
b3Scalar m_splitImpulseTurnErp;
b3Scalar m_linearSlop;
b3Scalar m_warmstartingFactor;
int m_solverMode;
int m_restingContactRestitutionThreshold;
int m_minimumSolverBatchSize;
b3Scalar m_maxGyroscopicForce;
b3Scalar m_singleAxisRollingFrictionThreshold;
};
struct b3ContactSolverInfo : public btContactSolverInfoData
{
inline b3ContactSolverInfo()
{
m_tau = b3Scalar(0.6);
m_damping = b3Scalar(1.0);
m_friction = b3Scalar(0.3);
m_timeStep = b3Scalar(1.f/60.f);
m_restitution = b3Scalar(0.);
m_maxErrorReduction = b3Scalar(20.);
m_numIterations = 10;
m_erp = b3Scalar(0.2);
m_erp2 = b3Scalar(0.8);
m_globalCfm = b3Scalar(0.);
m_sor = b3Scalar(1.);
m_splitImpulse = true;
m_splitImpulsePenetrationThreshold = -.04f;
m_splitImpulseTurnErp = 0.1f;
m_linearSlop = b3Scalar(0.0);
m_warmstartingFactor=b3Scalar(0.85);
//m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD | SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION|SOLVER_USE_2_FRICTION_DIRECTIONS|SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;// | SOLVER_RANDMIZE_ORDER;
m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD;// | SOLVER_RANDMIZE_ORDER;
m_restingContactRestitutionThreshold = 2;//unused as of 2.81
m_minimumSolverBatchSize = 128; //try to combine islands until the amount of constraints reaches this limit
m_maxGyroscopicForce = 100.f; ///only used to clamp forces for bodies that have their BT_ENABLE_GYROPSCOPIC_FORCE flag set (using btRigidBody::setFlag)
m_singleAxisRollingFrictionThreshold = 1e30f;///if the velocity is above this threshold, it will use a single constraint row (axis), otherwise 3 rows.
}
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btContactSolverInfoDoubleData
{
double m_tau;
double m_damping;//global non-contact constraint damping, can be locally overridden by constraints during 'getInfo2'.
double m_friction;
double m_timeStep;
double m_restitution;
double m_maxErrorReduction;
double m_sor;
double m_erp;//used as Baumgarte factor
double m_erp2;//used in Split Impulse
double m_globalCfm;//constraint force mixing
double m_splitImpulsePenetrationThreshold;
double m_splitImpulseTurnErp;
double m_linearSlop;
double m_warmstartingFactor;
double m_maxGyroscopicForce;
double m_singleAxisRollingFrictionThreshold;
int m_numIterations;
int m_solverMode;
int m_restingContactRestitutionThreshold;
int m_minimumSolverBatchSize;
int m_splitImpulse;
char m_padding[4];
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btContactSolverInfoFloatData
{
float m_tau;
float m_damping;//global non-contact constraint damping, can be locally overridden by constraints during 'getInfo2'.
float m_friction;
float m_timeStep;
float m_restitution;
float m_maxErrorReduction;
float m_sor;
float m_erp;//used as Baumgarte factor
float m_erp2;//used in Split Impulse
float m_globalCfm;//constraint force mixing
float m_splitImpulsePenetrationThreshold;
float m_splitImpulseTurnErp;
float m_linearSlop;
float m_warmstartingFactor;
float m_maxGyroscopicForce;
float m_singleAxisRollingFrictionThreshold;
int m_numIterations;
int m_solverMode;
int m_restingContactRestitutionThreshold;
int m_minimumSolverBatchSize;
int m_splitImpulse;
char m_padding[4];
};
#endif //BT_CONTACT_SOLVER_INFO

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@ -0,0 +1,145 @@
#ifndef BT_PGS_JACOBI_SOLVER
#define BT_PGS_JACOBI_SOLVER
struct b3Contact4;
struct btContactPoint;
class btDispatcher;
#include "b3TypedConstraint.h"
#include "b3ContactSolverInfo.h"
#include "b3SolverBody.h"
#include "b3SolverConstraint.h"
struct b3RigidBodyCL;
struct btInertiaCL;
class b3PgsJacobiSolver
{
protected:
b3AlignedObjectArray<b3SolverBody> m_tmpSolverBodyPool;
btConstraintArray m_tmpSolverContactConstraintPool;
btConstraintArray m_tmpSolverNonContactConstraintPool;
btConstraintArray m_tmpSolverContactFrictionConstraintPool;
btConstraintArray m_tmpSolverContactRollingFrictionConstraintPool;
b3AlignedObjectArray<int> m_orderTmpConstraintPool;
b3AlignedObjectArray<int> m_orderNonContactConstraintPool;
b3AlignedObjectArray<int> m_orderFrictionConstraintPool;
b3AlignedObjectArray<b3TypedConstraint::btConstraintInfo1> m_tmpConstraintSizesPool;
b3AlignedObjectArray<int> m_bodyCount;
b3AlignedObjectArray<int> m_bodyCountCheck;
b3AlignedObjectArray<b3Vector3> m_deltaLinearVelocities;
b3AlignedObjectArray<b3Vector3> m_deltaAngularVelocities;
bool m_usePgs;
void averageVelocities();
int m_maxOverrideNumSolverIterations;
b3Scalar getContactProcessingThreshold(b3Contact4* contact)
{
return 0.02f;
}
void setupFrictionConstraint( b3RigidBodyCL* bodies,btInertiaCL* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
btContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
b3RigidBodyCL* colObj0,b3RigidBodyCL* colObj1, b3Scalar relaxation,
b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
void setupRollingFrictionConstraint(b3RigidBodyCL* bodies,btInertiaCL* inertias, b3SolverConstraint& solverConstraint, const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,
btContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,
b3RigidBodyCL* colObj0,b3RigidBodyCL* colObj1, b3Scalar relaxation,
b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
b3SolverConstraint& addFrictionConstraint(b3RigidBodyCL* bodies,btInertiaCL* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyCL* colObj0,b3RigidBodyCL* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity=0., b3Scalar cfmSlip=0.);
b3SolverConstraint& addRollingFrictionConstraint(b3RigidBodyCL* bodies,btInertiaCL* inertias,const b3Vector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btContactPoint& cp,const b3Vector3& rel_pos1,const b3Vector3& rel_pos2,b3RigidBodyCL* colObj0,b3RigidBodyCL* colObj1, b3Scalar relaxation, b3Scalar desiredVelocity=0, b3Scalar cfmSlip=0.f);
void setupContactConstraint(b3RigidBodyCL* bodies, btInertiaCL* inertias,
b3SolverConstraint& solverConstraint, int solverBodyIdA, int solverBodyIdB, btContactPoint& cp,
const b3ContactSolverInfo& infoGlobal, b3Vector3& vel, b3Scalar& rel_vel, b3Scalar& relaxation,
b3Vector3& rel_pos1, b3Vector3& rel_pos2);
void setFrictionConstraintImpulse( b3RigidBodyCL* bodies, btInertiaCL* inertias,b3SolverConstraint& solverConstraint, int solverBodyIdA,int solverBodyIdB,
btContactPoint& cp, const b3ContactSolverInfo& infoGlobal);
///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
unsigned long m_btSeed2;
b3Scalar restitutionCurve(b3Scalar rel_vel, b3Scalar restitution);
void convertContact(b3RigidBodyCL* bodies, btInertiaCL* inertias,b3Contact4* manifold,const b3ContactSolverInfo& infoGlobal);
void resolveSplitPenetrationSIMD(
b3SolverBody& bodyA,b3SolverBody& bodyB,
const b3SolverConstraint& contactConstraint);
void resolveSplitPenetrationImpulseCacheFriendly(
b3SolverBody& bodyA,b3SolverBody& bodyB,
const b3SolverConstraint& contactConstraint);
//internal method
int getOrInitSolverBody(int bodyIndex, b3RigidBodyCL* bodies,btInertiaCL* inertias);
void initSolverBody(int bodyIndex, b3SolverBody* solverBody, b3RigidBodyCL* collisionObject);
void resolveSingleConstraintRowGeneric(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
void resolveSingleConstraintRowGenericSIMD(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
void resolveSingleConstraintRowLowerLimit(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
void resolveSingleConstraintRowLowerLimitSIMD(b3SolverBody& bodyA,b3SolverBody& bodyB,const b3SolverConstraint& contactConstraint);
protected:
virtual b3Scalar solveGroupCacheFriendlySetup(b3RigidBodyCL* bodies, btInertiaCL* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
virtual b3Scalar solveGroupCacheFriendlyIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
virtual void solveGroupCacheFriendlySplitImpulseIterations(b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
b3Scalar solveSingleIteration(int iteration, b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
virtual b3Scalar solveGroupCacheFriendlyFinish(b3RigidBodyCL* bodies, btInertiaCL* inertias,int numBodies,const b3ContactSolverInfo& infoGlobal);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
b3PgsJacobiSolver();
virtual ~b3PgsJacobiSolver();
void solveContacts(int numBodies, b3RigidBodyCL* bodies, btInertiaCL* inertias, int numContacts, b3Contact4* contacts);
b3Scalar solveGroup(b3RigidBodyCL* bodies,btInertiaCL* inertias,int numBodies,b3Contact4* manifoldPtr, int numManifolds,b3TypedConstraint** constraints,int numConstraints,const b3ContactSolverInfo& infoGlobal);
///clear internal cached data and reset random seed
virtual void reset();
unsigned long btRand2();
int btRandInt2 (int n);
void setRandSeed(unsigned long seed)
{
m_btSeed2 = seed;
}
unsigned long getRandSeed() const
{
return m_btSeed2;
}
};
#endif //BT_PGS_JACOBI_SOLVER

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@ -0,0 +1,299 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_SOLVER_BODY_H
#define BT_SOLVER_BODY_H
class btRigidBody;
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Matrix3x3.h"
#include "Bullet3Common/b3AlignedAllocator.h"
#include "Bullet3Common/b3TransformUtil.h"
///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
#ifdef BT_USE_SSE
#define USE_SIMD 1
#endif //
#ifdef USE_SIMD
struct btSimdScalar
{
SIMD_FORCE_INLINE btSimdScalar()
{
}
SIMD_FORCE_INLINE btSimdScalar(float fl)
:m_vec128 (_mm_set1_ps(fl))
{
}
SIMD_FORCE_INLINE btSimdScalar(__m128 v128)
:m_vec128(v128)
{
}
union
{
__m128 m_vec128;
float m_floats[4];
int m_ints[4];
b3Scalar m_unusedPadding;
};
SIMD_FORCE_INLINE __m128 get128()
{
return m_vec128;
}
SIMD_FORCE_INLINE const __m128 get128() const
{
return m_vec128;
}
SIMD_FORCE_INLINE void set128(__m128 v128)
{
m_vec128 = v128;
}
SIMD_FORCE_INLINE operator __m128()
{
return m_vec128;
}
SIMD_FORCE_INLINE operator const __m128() const
{
return m_vec128;
}
SIMD_FORCE_INLINE operator float() const
{
return m_floats[0];
}
};
///@brief Return the elementwise product of two btSimdScalar
SIMD_FORCE_INLINE btSimdScalar
operator*(const btSimdScalar& v1, const btSimdScalar& v2)
{
return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
}
///@brief Return the elementwise product of two btSimdScalar
SIMD_FORCE_INLINE btSimdScalar
operator+(const btSimdScalar& v1, const btSimdScalar& v2)
{
return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
}
#else
#define btSimdScalar b3Scalar
#endif
///The b3SolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
ATTRIBUTE_ALIGNED64 (struct) b3SolverBody
{
BT_DECLARE_ALIGNED_ALLOCATOR();
b3Transform m_worldTransform;
b3Vector3 m_deltaLinearVelocity;
b3Vector3 m_deltaAngularVelocity;
b3Vector3 m_angularFactor;
b3Vector3 m_linearFactor;
b3Vector3 m_invMass;
b3Vector3 m_pushVelocity;
b3Vector3 m_turnVelocity;
b3Vector3 m_linearVelocity;
b3Vector3 m_angularVelocity;
union
{
void* m_originalBody;
int m_originalBodyIndex;
};
void setWorldTransform(const b3Transform& worldTransform)
{
m_worldTransform = worldTransform;
}
const b3Transform& getWorldTransform() const
{
return m_worldTransform;
}
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity ) const
{
if (m_originalBody)
velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
else
velocity.setValue(0,0,0);
}
SIMD_FORCE_INLINE void getAngularVelocity(b3Vector3& angVel) const
{
if (m_originalBody)
angVel =m_angularVelocity+m_deltaAngularVelocity;
else
angVel.setValue(0,0,0);
}
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
SIMD_FORCE_INLINE void applyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,const b3Scalar impulseMagnitude)
{
if (m_originalBody)
{
m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
}
}
SIMD_FORCE_INLINE void internalApplyPushImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,b3Scalar impulseMagnitude)
{
if (m_originalBody)
{
m_pushVelocity += linearComponent*impulseMagnitude*m_linearFactor;
m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
}
}
const b3Vector3& getDeltaLinearVelocity() const
{
return m_deltaLinearVelocity;
}
const b3Vector3& getDeltaAngularVelocity() const
{
return m_deltaAngularVelocity;
}
const b3Vector3& getPushVelocity() const
{
return m_pushVelocity;
}
const b3Vector3& getTurnVelocity() const
{
return m_turnVelocity;
}
////////////////////////////////////////////////
///some internal methods, don't use them
b3Vector3& internalGetDeltaLinearVelocity()
{
return m_deltaLinearVelocity;
}
b3Vector3& internalGetDeltaAngularVelocity()
{
return m_deltaAngularVelocity;
}
const b3Vector3& internalGetAngularFactor() const
{
return m_angularFactor;
}
const b3Vector3& internalGetInvMass() const
{
return m_invMass;
}
void internalSetInvMass(const b3Vector3& invMass)
{
m_invMass = invMass;
}
b3Vector3& internalGetPushVelocity()
{
return m_pushVelocity;
}
b3Vector3& internalGetTurnVelocity()
{
return m_turnVelocity;
}
SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const b3Vector3& rel_pos, b3Vector3& velocity ) const
{
velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
}
SIMD_FORCE_INLINE void internalGetAngularVelocity(b3Vector3& angVel) const
{
angVel = m_angularVelocity+m_deltaAngularVelocity;
}
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
SIMD_FORCE_INLINE void internalApplyImpulse(const b3Vector3& linearComponent, const b3Vector3& angularComponent,const b3Scalar impulseMagnitude)
{
if (m_originalBody)
{
m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
}
}
void writebackVelocity()
{
if (m_originalBody)
{
m_linearVelocity +=m_deltaLinearVelocity;
m_angularVelocity += m_deltaAngularVelocity;
//m_originalBody->setCompanionId(-1);
}
}
void writebackVelocityAndTransform(b3Scalar timeStep, b3Scalar splitImpulseTurnErp)
{
(void) timeStep;
if (m_originalBody)
{
m_linearVelocity += m_deltaLinearVelocity;
m_angularVelocity += m_deltaAngularVelocity;
//correct the position/orientation based on push/turn recovery
b3Transform newTransform;
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)
{
// btQuaternion orn = m_worldTransform.getRotation();
b3TransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
m_worldTransform = newTransform;
}
//m_worldTransform.setRotation(orn);
//m_originalBody->setCompanionId(-1);
}
}
};
#endif //BT_SOLVER_BODY_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_SOLVER_CONSTRAINT_H
#define BT_SOLVER_CONSTRAINT_H
class btRigidBody;
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Matrix3x3.h"
//#include "btJacobianEntry.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
//#define NO_FRICTION_TANGENTIALS 1
#include "b3SolverBody.h"
///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints.
ATTRIBUTE_ALIGNED16 (struct) b3SolverConstraint
{
BT_DECLARE_ALIGNED_ALLOCATOR();
b3Vector3 m_relpos1CrossNormal;
b3Vector3 m_contactNormal;
b3Vector3 m_relpos2CrossNormal;
//b3Vector3 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal
b3Vector3 m_angularComponentA;
b3Vector3 m_angularComponentB;
mutable btSimdScalar m_appliedPushImpulse;
mutable btSimdScalar m_appliedImpulse;
b3Scalar m_friction;
b3Scalar m_jacDiagABInv;
b3Scalar m_rhs;
b3Scalar m_cfm;
b3Scalar m_lowerLimit;
b3Scalar m_upperLimit;
b3Scalar m_rhsPenetration;
union
{
void* m_originalContactPoint;
b3Scalar m_unusedPadding4;
};
int m_overrideNumSolverIterations;
int m_frictionIndex;
int m_solverBodyIdA;
int m_solverBodyIdB;
enum btSolverConstraintType
{
BT_SOLVER_CONTACT_1D = 0,
BT_SOLVER_FRICTION_1D
};
};
typedef b3AlignedObjectArray<b3SolverConstraint> btConstraintArray;
#endif //BT_SOLVER_CONSTRAINT_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "b3TypedConstraint.h"
//#include "Bullet3Common/btSerializer.h"
#define DEFAULT_DEBUGDRAW_SIZE b3Scalar(0.3f)
b3TypedConstraint::b3TypedConstraint(btTypedConstraintType type, int rbA,int rbB)
:btTypedObject(type),
m_userConstraintType(-1),
m_userConstraintId(-1),
m_breakingImpulseThreshold(SIMD_INFINITY),
m_isEnabled(true),
m_needsFeedback(false),
m_overrideNumSolverIterations(-1),
m_rbA(rbA),
m_rbB(rbB),
m_appliedImpulse(b3Scalar(0.)),
m_dbgDrawSize(DEFAULT_DEBUGDRAW_SIZE),
m_jointFeedback(0)
{
}
b3Scalar b3TypedConstraint::getMotorFactor(b3Scalar pos, b3Scalar lowLim, b3Scalar uppLim, b3Scalar vel, b3Scalar timeFact)
{
if(lowLim > uppLim)
{
return b3Scalar(1.0f);
}
else if(lowLim == uppLim)
{
return b3Scalar(0.0f);
}
b3Scalar lim_fact = b3Scalar(1.0f);
b3Scalar delta_max = vel / timeFact;
if(delta_max < b3Scalar(0.0f))
{
if((pos >= lowLim) && (pos < (lowLim - delta_max)))
{
lim_fact = (lowLim - pos) / delta_max;
}
else if(pos < lowLim)
{
lim_fact = b3Scalar(0.0f);
}
else
{
lim_fact = b3Scalar(1.0f);
}
}
else if(delta_max > b3Scalar(0.0f))
{
if((pos <= uppLim) && (pos > (uppLim - delta_max)))
{
lim_fact = (uppLim - pos) / delta_max;
}
else if(pos > uppLim)
{
lim_fact = b3Scalar(0.0f);
}
else
{
lim_fact = b3Scalar(1.0f);
}
}
else
{
lim_fact = b3Scalar(0.0f);
}
return lim_fact;
}
void btAngularLimit::set(b3Scalar low, b3Scalar high, b3Scalar _softness, b3Scalar _biasFactor, b3Scalar _relaxationFactor)
{
m_halfRange = (high - low) / 2.0f;
m_center = btNormalizeAngle(low + m_halfRange);
m_softness = _softness;
m_biasFactor = _biasFactor;
m_relaxationFactor = _relaxationFactor;
}
void btAngularLimit::test(const b3Scalar angle)
{
m_correction = 0.0f;
m_sign = 0.0f;
m_solveLimit = false;
if (m_halfRange >= 0.0f)
{
b3Scalar deviation = btNormalizeAngle(angle - m_center);
if (deviation < -m_halfRange)
{
m_solveLimit = true;
m_correction = - (deviation + m_halfRange);
m_sign = +1.0f;
}
else if (deviation > m_halfRange)
{
m_solveLimit = true;
m_correction = m_halfRange - deviation;
m_sign = -1.0f;
}
}
}
b3Scalar btAngularLimit::getError() const
{
return m_correction * m_sign;
}
void btAngularLimit::fit(b3Scalar& angle) const
{
if (m_halfRange > 0.0f)
{
b3Scalar relativeAngle = btNormalizeAngle(angle - m_center);
if (!btEqual(relativeAngle, m_halfRange))
{
if (relativeAngle > 0.0f)
{
angle = getHigh();
}
else
{
angle = getLow();
}
}
}
}
b3Scalar btAngularLimit::getLow() const
{
return btNormalizeAngle(m_center - m_halfRange);
}
b3Scalar btAngularLimit::getHigh() const
{
return btNormalizeAngle(m_center + m_halfRange);
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2010 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_TYPED_CONSTRAINT_H
#define BT_TYPED_CONSTRAINT_H
#include "Bullet3Common/b3Scalar.h"
#include "b3SolverConstraint.h"
class btSerializer;
//Don't change any of the existing enum values, so add enum types at the end for serialization compatibility
enum btTypedConstraintType
{
POINT2POINT_CONSTRAINT_TYPE=3,
HINGE_CONSTRAINT_TYPE,
CONETWIST_CONSTRAINT_TYPE,
D6_CONSTRAINT_TYPE,
SLIDER_CONSTRAINT_TYPE,
CONTACT_CONSTRAINT_TYPE,
D6_SPRING_CONSTRAINT_TYPE,
GEAR_CONSTRAINT_TYPE,
MAX_CONSTRAINT_TYPE
};
enum btConstraintParams
{
BT_CONSTRAINT_ERP=1,
BT_CONSTRAINT_STOP_ERP,
BT_CONSTRAINT_CFM,
BT_CONSTRAINT_STOP_CFM
};
#if 1
#define btAssertConstrParams(_par) btAssert(_par)
#else
#define btAssertConstrParams(_par)
#endif
ATTRIBUTE_ALIGNED16(struct) btJointFeedback
{
b3Vector3 m_appliedForceBodyA;
b3Vector3 m_appliedTorqueBodyA;
b3Vector3 m_appliedForceBodyB;
b3Vector3 m_appliedTorqueBodyB;
};
///TypedConstraint is the baseclass for Bullet constraints and vehicles
ATTRIBUTE_ALIGNED16(class) b3TypedConstraint : public btTypedObject
{
int m_userConstraintType;
union
{
int m_userConstraintId;
void* m_userConstraintPtr;
};
b3Scalar m_breakingImpulseThreshold;
bool m_isEnabled;
bool m_needsFeedback;
int m_overrideNumSolverIterations;
b3TypedConstraint& operator=(b3TypedConstraint& other)
{
btAssert(0);
(void) other;
return *this;
}
protected:
int m_rbA;
int m_rbB;
b3Scalar m_appliedImpulse;
b3Scalar m_dbgDrawSize;
btJointFeedback* m_jointFeedback;
///internal method used by the constraint solver, don't use them directly
b3Scalar getMotorFactor(b3Scalar pos, b3Scalar lowLim, b3Scalar uppLim, b3Scalar vel, b3Scalar timeFact);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
virtual ~b3TypedConstraint() {};
b3TypedConstraint(btTypedConstraintType type, int bodyA,int bodyB);
struct btConstraintInfo1 {
int m_numConstraintRows,nub;
};
static btRigidBody& getFixedBody();
struct btConstraintInfo2 {
// integrator parameters: frames per second (1/stepsize), default error
// reduction parameter (0..1).
b3Scalar fps,erp;
// for the first and second body, pointers to two (linear and angular)
// n*3 jacobian sub matrices, stored by rows. these matrices will have
// been initialized to 0 on entry. if the second body is zero then the
// J2xx pointers may be 0.
b3Scalar *m_J1linearAxis,*m_J1angularAxis,*m_J2linearAxis,*m_J2angularAxis;
// elements to jump from one row to the next in J's
int rowskip;
// right hand sides of the equation J*v = c + cfm * lambda. cfm is the
// "constraint force mixing" vector. c is set to zero on entry, cfm is
// set to a constant value (typically very small or zero) value on entry.
b3Scalar *m_constraintError,*cfm;
// lo and hi limits for variables (set to -/+ infinity on entry).
b3Scalar *m_lowerLimit,*m_upperLimit;
// findex vector for variables. see the LCP solver interface for a
// description of what this does. this is set to -1 on entry.
// note that the returned indexes are relative to the first index of
// the constraint.
int *findex;
// number of solver iterations
int m_numIterations;
//damping of the velocity
b3Scalar m_damping;
};
int getOverrideNumSolverIterations() const
{
return m_overrideNumSolverIterations;
}
///override the number of constraint solver iterations used to solve this constraint
///-1 will use the default number of iterations, as specified in SolverInfo.m_numIterations
void setOverrideNumSolverIterations(int overideNumIterations)
{
m_overrideNumSolverIterations = overideNumIterations;
}
///internal method used by the constraint solver, don't use them directly
virtual void buildJacobian() {};
///internal method used by the constraint solver, don't use them directly
virtual void setupSolverConstraint(btConstraintArray& ca, int solverBodyA,int solverBodyB, b3Scalar timeStep)
{
(void)ca;
(void)solverBodyA;
(void)solverBodyB;
(void)timeStep;
}
///internal method used by the constraint solver, don't use them directly
virtual void getInfo1 (btConstraintInfo1* info)=0;
///internal method used by the constraint solver, don't use them directly
virtual void getInfo2 (btConstraintInfo2* info)=0;
///internal method used by the constraint solver, don't use them directly
void internalSetAppliedImpulse(b3Scalar appliedImpulse)
{
m_appliedImpulse = appliedImpulse;
}
///internal method used by the constraint solver, don't use them directly
b3Scalar internalGetAppliedImpulse()
{
return m_appliedImpulse;
}
b3Scalar getBreakingImpulseThreshold() const
{
return m_breakingImpulseThreshold;
}
void setBreakingImpulseThreshold(b3Scalar threshold)
{
m_breakingImpulseThreshold = threshold;
}
bool isEnabled() const
{
return m_isEnabled;
}
void setEnabled(bool enabled)
{
m_isEnabled=enabled;
}
///internal method used by the constraint solver, don't use them directly
virtual void solveConstraintObsolete(b3SolverBody& /*bodyA*/,b3SolverBody& /*bodyB*/,b3Scalar /*timeStep*/) {};
int getRigidBodyA() const
{
return m_rbA;
}
int getRigidBodyB() const
{
return m_rbB;
}
int getRigidBodyA()
{
return m_rbA;
}
int getRigidBodyB()
{
return m_rbB;
}
int getUserConstraintType() const
{
return m_userConstraintType ;
}
void setUserConstraintType(int userConstraintType)
{
m_userConstraintType = userConstraintType;
};
void setUserConstraintId(int uid)
{
m_userConstraintId = uid;
}
int getUserConstraintId() const
{
return m_userConstraintId;
}
void setUserConstraintPtr(void* ptr)
{
m_userConstraintPtr = ptr;
}
void* getUserConstraintPtr()
{
return m_userConstraintPtr;
}
void setJointFeedback(btJointFeedback* jointFeedback)
{
m_jointFeedback = jointFeedback;
}
const btJointFeedback* getJointFeedback() const
{
return m_jointFeedback;
}
btJointFeedback* getJointFeedback()
{
return m_jointFeedback;
}
int getUid() const
{
return m_userConstraintId;
}
bool needsFeedback() const
{
return m_needsFeedback;
}
///enableFeedback will allow to read the applied linear and angular impulse
///use getAppliedImpulse, getAppliedLinearImpulse and getAppliedAngularImpulse to read feedback information
void enableFeedback(bool needsFeedback)
{
m_needsFeedback = needsFeedback;
}
///getAppliedImpulse is an estimated total applied impulse.
///This feedback could be used to determine breaking constraints or playing sounds.
b3Scalar getAppliedImpulse() const
{
btAssert(m_needsFeedback);
return m_appliedImpulse;
}
btTypedConstraintType getConstraintType () const
{
return btTypedConstraintType(m_objectType);
}
void setDbgDrawSize(b3Scalar dbgDrawSize)
{
m_dbgDrawSize = dbgDrawSize;
}
b3Scalar getDbgDrawSize()
{
return m_dbgDrawSize;
}
///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
///If no axis is provided, it uses the default axis for this constraint.
virtual void setParam(int num, b3Scalar value, int axis = -1) = 0;
///return the local value of parameter
virtual b3Scalar getParam(int num, int axis = -1) const = 0;
virtual int calculateSerializeBufferSize() const;
///fills the dataBuffer and returns the struct name (and 0 on failure)
virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
};
// returns angle in range [-SIMD_2_PI, SIMD_2_PI], closest to one of the limits
// all arguments should be normalized angles (i.e. in range [-SIMD_PI, SIMD_PI])
SIMD_FORCE_INLINE b3Scalar btAdjustAngleToLimits(b3Scalar angleInRadians, b3Scalar angleLowerLimitInRadians, b3Scalar angleUpperLimitInRadians)
{
if(angleLowerLimitInRadians >= angleUpperLimitInRadians)
{
return angleInRadians;
}
else if(angleInRadians < angleLowerLimitInRadians)
{
b3Scalar diffLo = btFabs(btNormalizeAngle(angleLowerLimitInRadians - angleInRadians));
b3Scalar diffHi = btFabs(btNormalizeAngle(angleUpperLimitInRadians - angleInRadians));
return (diffLo < diffHi) ? angleInRadians : (angleInRadians + SIMD_2_PI);
}
else if(angleInRadians > angleUpperLimitInRadians)
{
b3Scalar diffHi = btFabs(btNormalizeAngle(angleInRadians - angleUpperLimitInRadians));
b3Scalar diffLo = btFabs(btNormalizeAngle(angleInRadians - angleLowerLimitInRadians));
return (diffLo < diffHi) ? (angleInRadians - SIMD_2_PI) : angleInRadians;
}
else
{
return angleInRadians;
}
}
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btTypedConstraintData
{
int m_bodyA;
int m_bodyB;
char *m_name;
int m_objectType;
int m_userConstraintType;
int m_userConstraintId;
int m_needsFeedback;
float m_appliedImpulse;
float m_dbgDrawSize;
int m_disableCollisionsBetweenLinkedBodies;
int m_overrideNumSolverIterations;
float m_breakingImpulseThreshold;
int m_isEnabled;
};
SIMD_FORCE_INLINE int b3TypedConstraint::calculateSerializeBufferSize() const
{
return sizeof(btTypedConstraintData);
}
class btAngularLimit
{
private:
b3Scalar
m_center,
m_halfRange,
m_softness,
m_biasFactor,
m_relaxationFactor,
m_correction,
m_sign;
bool
m_solveLimit;
public:
/// Default constructor initializes limit as inactive, allowing free constraint movement
btAngularLimit()
:m_center(0.0f),
m_halfRange(-1.0f),
m_softness(0.9f),
m_biasFactor(0.3f),
m_relaxationFactor(1.0f),
m_correction(0.0f),
m_sign(0.0f),
m_solveLimit(false)
{}
/// Sets all limit's parameters.
/// When low > high limit becomes inactive.
/// When high - low > 2PI limit is ineffective too becouse no angle can exceed the limit
void set(b3Scalar low, b3Scalar high, b3Scalar _softness = 0.9f, b3Scalar _biasFactor = 0.3f, b3Scalar _relaxationFactor = 1.0f);
/// Checks conastaint angle against limit. If limit is active and the angle violates the limit
/// correction is calculated.
void test(const b3Scalar angle);
/// Returns limit's softness
inline b3Scalar getSoftness() const
{
return m_softness;
}
/// Returns limit's bias factor
inline b3Scalar getBiasFactor() const
{
return m_biasFactor;
}
/// Returns limit's relaxation factor
inline b3Scalar getRelaxationFactor() const
{
return m_relaxationFactor;
}
/// Returns correction value evaluated when test() was invoked
inline b3Scalar getCorrection() const
{
return m_correction;
}
/// Returns sign value evaluated when test() was invoked
inline b3Scalar getSign() const
{
return m_sign;
}
/// Gives half of the distance between min and max limit angle
inline b3Scalar getHalfRange() const
{
return m_halfRange;
}
/// Returns true when the last test() invocation recognized limit violation
inline bool isLimit() const
{
return m_solveLimit;
}
/// Checks given angle against limit. If limit is active and angle doesn't fit it, the angle
/// returned is modified so it equals to the limit closest to given angle.
void fit(b3Scalar& angle) const;
/// Returns correction value multiplied by sign value
b3Scalar getError() const;
b3Scalar getLow() const;
b3Scalar getHigh() const;
};
#endif //BT_TYPED_CONSTRAINT_H

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project "Bullet3Dynamics"
language "C++"
kind "StaticLib"
includedirs {
".."
}
targetdir "../../bin"
files {
"**.cpp",
"**.h"
}

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project "Bullet3Geometry"
language "C++"
kind "StaticLib"
includedirs {".."}
targetdir "../../bin"
files {
"**.cpp",
"**.h"
}