Blender V4.3
btSequentialImpulseConstraintSolver.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_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
17#define BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
18
19class btIDebugDraw;
21class btDispatcher;
22class btCollisionObject;
29
31
48
51btSequentialImpulseConstraintSolver : public btConstraintSolver
52{
53
54
55protected:
56 btAlignedObjectArray<btSolverBody> m_tmpSolverBodyPool;
61
68 // When running solvers on multiple threads, a race condition exists for Kinematic objects that
69 // participate in more than one solver.
70 // The getOrInitSolverBody() function writes the companionId of each body (storing the index of the solver body
71 // for the current solver). For normal dynamic bodies it isn't an issue because they can only be in one island
72 // (and therefore one thread) at a time. But kinematic bodies can be in multiple islands at once.
73 // To avoid this race condition, this solver does not write the companionId, instead it stores the solver body
74 // index in this solver-local table, indexed by the uniqueId of the body.
76
80 int m_cachedSolverMode; // used to check if SOLVER_SIMD flag has been changed
81 void setupSolverFunctions(bool useSimd);
82
84
85 void setupFrictionConstraint(btSolverConstraint & solverConstraint, const btVector3& normalAxis, int solverBodyIdA, int solverBodyIdB,
86 btManifoldPoint& cp, const btVector3& rel_pos1, const btVector3& rel_pos2,
87 btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation,
89 btScalar desiredVelocity = 0., btScalar cfmSlip = 0.);
90
91 void setupTorsionalFrictionConstraint(btSolverConstraint & solverConstraint, const btVector3& normalAxis, int solverBodyIdA, int solverBodyIdB,
92 btManifoldPoint& cp, btScalar combinedTorsionalFriction, const btVector3& rel_pos1, const btVector3& rel_pos2,
93 btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation,
94 btScalar desiredVelocity = 0., btScalar cfmSlip = 0.);
95
96 btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis, int solverBodyIdA, int solverBodyIdB, int frictionIndex, btManifoldPoint& cp, const btVector3& rel_pos1, const btVector3& rel_pos2, btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity = 0., btScalar cfmSlip = 0.);
97 btSolverConstraint& addTorsionalFrictionConstraint(const btVector3& normalAxis, int solverBodyIdA, int solverBodyIdB, int frictionIndex, btManifoldPoint& cp, btScalar torsionalFriction, const btVector3& rel_pos1, const btVector3& rel_pos2, btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation, btScalar desiredVelocity = 0, btScalar cfmSlip = 0.f);
98
99 void setupContactConstraint(btSolverConstraint & solverConstraint, int solverBodyIdA, int solverBodyIdB, btManifoldPoint& cp,
100 const btContactSolverInfo& infoGlobal, btScalar& relaxation, const btVector3& rel_pos1, const btVector3& rel_pos2);
101
102 static void applyAnisotropicFriction(btCollisionObject * colObj, btVector3 & frictionDirection, int frictionMode);
103
104 void setFrictionConstraintImpulse(btSolverConstraint & solverConstraint, int solverBodyIdA, int solverBodyIdB,
106
108 unsigned long m_btSeed2;
109
110 btScalar restitutionCurve(btScalar rel_vel, btScalar restitution, btScalar velocityThreshold);
111
113
115
116 virtual void convertJoints(btTypedConstraint * *constraints, int numConstraints, const btContactSolverInfo& infoGlobal);
117 void convertJoint(btSolverConstraint * currentConstraintRow, btTypedConstraint * constraint, const btTypedConstraint::btConstraintInfo1& info1, int solverBodyIdA, int solverBodyIdB, const btContactSolverInfo& infoGlobal);
118
119 virtual void convertBodies(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal);
120
122 {
123 return m_resolveSplitPenetrationImpulse(bodyA, bodyB, contactConstraint);
124 }
125
127 {
128 return m_resolveSplitPenetrationImpulse(bodyA, bodyB, contactConstraint);
129 }
130
131 //internal method
132 int getOrInitSolverBody(btCollisionObject & body, btScalar timeStep);
133 void initSolverBody(btSolverBody * solverBody, btCollisionObject * collisionObject, btScalar timeStep);
134
140 {
141 return m_resolveSplitPenetrationImpulse(bodyA, bodyB, contactConstraint);
142 }
143
144protected:
145 void writeBackContacts(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
146 void writeBackJoints(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
147 void writeBackBodies(int iBegin, int iEnd, const btContactSolverInfo& infoGlobal);
148 virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer);
149 virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal);
150 virtual btScalar solveSingleIteration(int iteration, btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer);
151
152 virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer);
153 virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer);
154
155public:
157
160
161 virtual btScalar solveGroup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifold, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btDispatcher* dispatcher);
162
164 virtual void reset();
165
166 unsigned long btRand2();
167
168 int btRandInt2(int n);
169
170 void setRandSeed(unsigned long seed)
171 {
172 m_btSeed2 = seed;
173 }
174 unsigned long getRandSeed() const
175 {
176 return m_btSeed2;
177 }
178
183
200
201
202
207
213};
214
215#endif //BT_SEQUENTIAL_IMPULSE_CONSTRAINT_SOLVER_H
btConstraintSolverType
btConstraintSolver provides solver interface
@ BT_SEQUENTIAL_IMPULSE_SOLVER
btPersistentManifold()
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
#define ATTRIBUTE_ALIGNED16(a)
Definition btScalar.h:285
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint ** constraints
btSequentialImpulseConstraintSolverMt int btPersistentManifold ** manifoldPtr
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint int numConstraints
btSequentialImpulseConstraintSolverMt int numBodies
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint int const btContactSolverInfo & infoGlobal
btSequentialImpulseConstraintSolverMt int btPersistentManifold int numManifolds
btSingleConstraintRowSolver getScalarConstraintRowSolverLowerLimit()
Various implementations of solving a single constraint row using an inequality (lower limit) constrai...
BT_DECLARE_ALIGNED_ALLOCATOR()
void initSolverBody(btSolverBody *solverBody, btCollisionObject *collisionObject, btScalar timeStep)
virtual void convertJoints(btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal)
btSingleConstraintRowSolver getSSE4_1ConstraintRowSolverGeneric()
btSolverConstraint & addFrictionConstraint(const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, int frictionIndex, btManifoldPoint &cp, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, const btContactSolverInfo &infoGlobal, btScalar desiredVelocity=0., btScalar cfmSlip=0.)
void writeBackJoints(int iBegin, int iEnd, const btContactSolverInfo &infoGlobal)
btConstraintArray m_tmpSolverContactRollingFrictionConstraintPool
void setRandSeed(unsigned long seed)
btAlignedObjectArray< int > m_orderTmpConstraintPool
btScalar(* btSingleConstraintRowSolver)(btSolverBody &, btSolverBody &, const btSolverConstraint &)
btAlignedObjectArray< int > m_orderNonContactConstraintPool
void setConstraintRowSolverLowerLimit(btSingleConstraintRowSolver rowSolver)
unsigned long getRandSeed() const
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)
virtual void solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
virtual void convertContacts(btPersistentManifold **manifoldPtr, int numManifolds, const btContactSolverInfo &infoGlobal)
virtual ~btSequentialImpulseConstraintSolver()
void convertJoint(btSolverConstraint *currentConstraintRow, btTypedConstraint *constraint, const btTypedConstraint::btConstraintInfo1 &info1, int solverBodyIdA, int solverBodyIdB, const btContactSolverInfo &infoGlobal)
btAlignedObjectArray< int > m_kinematicBodyUniqueIdToSolverBodyTable
virtual btScalar solveGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)
btSolverAnalyticsData m_analyticsData
btSolverConstraint & addTorsionalFrictionConstraint(const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, int frictionIndex, btManifoldPoint &cp, btScalar torsionalFriction, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, btScalar desiredVelocity=0, btScalar cfmSlip=0.f)
btScalar m_leastSquaresResidual
btSingleConstraintRowSolver getSSE4_1ConstraintRowSolverLowerLimit()
void setConstraintRowSolverGeneric(btSingleConstraintRowSolver rowSolver)
btSingleConstraintRowSolver m_resolveSplitPenetrationImpulse
virtual btConstraintSolverType getSolverType() const
btSingleConstraintRowSolver getSSE2ConstraintRowSolverLowerLimit()
btScalar resolveSingleConstraintRowLowerLimit(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
virtual void reset()
clear internal cached data and reset random seed
virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
void setupSolverFunctions(bool useSimd)
unsigned long m_btSeed2
m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
static void applyAnisotropicFriction(btCollisionObject *colObj, btVector3 &frictionDirection, int frictionMode)
btSingleConstraintRowSolver m_resolveSingleConstraintRowGeneric
btScalar resolveSingleConstraintRowGeneric(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
void setupTorsionalFrictionConstraint(btSolverConstraint &solverConstraint, const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, btScalar combinedTorsionalFriction, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, btScalar desiredVelocity=0., btScalar cfmSlip=0.)
btSingleConstraintRowSolver getActiveConstraintRowSolverLowerLimit()
void convertContact(btPersistentManifold *manifold, const btContactSolverInfo &infoGlobal)
btScalar resolveSplitPenetrationImpulseCacheFriendly(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
virtual btScalar solveSingleIteration(int iteration, btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
btScalar resolveSplitPenetrationImpulse(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
btSingleConstraintRowSolver getScalarConstraintRowSolverGeneric()
Various implementations of solving a single constraint row using a generic equality constraint,...
btSingleConstraintRowSolver getSSE2ConstraintRowSolverGeneric()
btAlignedObjectArray< int > m_orderFrictionConstraintPool
unsigned long btRand2()
void writeBackBodies(int iBegin, int iEnd, const btContactSolverInfo &infoGlobal)
void setupFrictionConstraint(btSolverConstraint &solverConstraint, const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, const btContactSolverInfo &infoGlobal, btScalar desiredVelocity=0., btScalar cfmSlip=0.)
btConstraintArray m_tmpSolverContactFrictionConstraintPool
btConstraintArray m_tmpSolverContactConstraintPool
btSingleConstraintRowSolver getActiveConstraintRowSolverGeneric()
btSingleConstraintRowSolver m_resolveSingleConstraintRowLowerLimit
virtual void convertBodies(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)
btScalar resolveSplitPenetrationSIMD(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
void setFrictionConstraintImpulse(btSolverConstraint &solverConstraint, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btContactSolverInfo &infoGlobal)
btScalar resolveSingleConstraintRowLowerLimitSIMD(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
int getOrInitSolverBody(btCollisionObject &body, btScalar timeStep)
btScalar restitutionCurve(btScalar rel_vel, btScalar restitution, btScalar velocityThreshold)
btScalar resolveSingleConstraintRowGenericSIMD(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
void writeBackContacts(int iBegin, int iEnd, const btContactSolverInfo &infoGlobal)
btConstraintArray m_tmpSolverNonContactConstraintPool
void setupContactConstraint(btSolverConstraint &solverConstraint, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btContactSolverInfo &infoGlobal, btScalar &relaxation, const btVector3 &rel_pos1, const btVector3 &rel_pos2)
btAlignedObjectArray< btTypedConstraint::btConstraintInfo1 > m_tmpConstraintSizesPool
static unsigned long seed
Definition btSoftBody.h:39
btSolverBody
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
btSolverConstraint
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...