Blender V4.3
btRigidBody.cpp
Go to the documentation of this file.
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#include "btRigidBody.h"
18#include "LinearMath/btMinMax.h"
23
24//'temporarily' global variables
27static int uniqueId = 0;
28
30{
31 setupRigidBody(constructionInfo);
32}
33
34btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia)
35{
36 btRigidBodyConstructionInfo cinfo(mass, motionState, collisionShape, localInertia);
37 setupRigidBody(cinfo);
38}
39
41{
43
44 m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
45 m_angularVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
46 m_angularFactor.setValue(1, 1, 1);
47 m_linearFactor.setValue(1, 1, 1);
48 m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
49 m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
50 m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
51 m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
52 setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
53
54 m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
55 m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
56 m_optionalMotionState = constructionInfo.m_motionState;
59 m_additionalDamping = constructionInfo.m_additionalDamping;
60 m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor;
61 m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
62 m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
63 m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;
64
65 if (m_optionalMotionState)
66 {
67 m_optionalMotionState->getWorldTransform(m_worldTransform);
68 }
69 else
70 {
71 m_worldTransform = constructionInfo.m_startWorldTransform;
72 }
73
75 m_interpolationLinearVelocity.setValue(0, 0, 0);
76 m_interpolationAngularVelocity.setValue(0, 0, 0);
77
78 //moved to btCollisionObject
79 m_friction = constructionInfo.m_friction;
80 m_rollingFriction = constructionInfo.m_rollingFriction;
81 m_spinningFriction = constructionInfo.m_spinningFriction;
82
83 m_restitution = constructionInfo.m_restitution;
84
85 setCollisionShape(constructionInfo.m_collisionShape);
86 m_debugBodyId = uniqueId++;
87
88 setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
90
92
93 m_deltaLinearVelocity.setZero();
94 m_deltaAngularVelocity.setZero();
95 m_invMass = m_inverseMass * m_linearFactor;
96 m_pushVelocity.setZero();
97 m_turnVelocity.setZero();
98}
99
101{
102 btTransformUtil::integrateTransform(m_worldTransform, m_linearVelocity, m_angularVelocity, timeStep, predictedTransform);
103}
104
106{
107 //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
108 if (timeStep != btScalar(0.))
109 {
110 //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
111 if (getMotionState())
113 btVector3 linVel, angVel;
114
115 btTransformUtil::calculateVelocity(m_interpolationWorldTransform, m_worldTransform, timeStep, m_linearVelocity, m_angularVelocity);
116 m_interpolationLinearVelocity = m_linearVelocity;
117 m_interpolationAngularVelocity = m_angularVelocity;
119 //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
120 }
121}
122
123void btRigidBody::getAabb(btVector3& aabbMin, btVector3& aabbMax) const
124{
125 getCollisionShape()->getAabb(m_worldTransform, aabbMin, aabbMax);
126}
127
128void btRigidBody::setGravity(const btVector3& acceleration)
129{
130 if (m_inverseMass != btScalar(0.0))
131 {
132 m_gravity = acceleration * (btScalar(1.0) / m_inverseMass);
133 }
134 m_gravity_acceleration = acceleration;
135}
136
137void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
138{
139#ifdef BT_USE_OLD_DAMPING_METHOD
140 m_linearDamping = btMax(lin_damping, btScalar(0.0));
141 m_angularDamping = btMax(ang_damping, btScalar(0.0));
142#else
143 m_linearDamping = btClamped(lin_damping, btScalar(0.0), btScalar(1.0));
144 m_angularDamping = btClamped(ang_damping, btScalar(0.0), btScalar(1.0));
145#endif
146}
147
150{
151 //On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
152 //todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
153
154#ifdef BT_USE_OLD_DAMPING_METHOD
155 m_linearVelocity *= btMax((btScalar(1.0) - timeStep * m_linearDamping), btScalar(0.0));
156 m_angularVelocity *= btMax((btScalar(1.0) - timeStep * m_angularDamping), btScalar(0.0));
157#else
158 m_linearVelocity *= btPow(btScalar(1) - m_linearDamping, timeStep);
159 m_angularVelocity *= btPow(btScalar(1) - m_angularDamping, timeStep);
160#endif
161
162 if (m_additionalDamping)
163 {
164 //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
165 //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
166 if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) &&
167 (m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr))
168 {
169 m_angularVelocity *= m_additionalDampingFactor;
170 m_linearVelocity *= m_additionalDampingFactor;
171 }
172
173 btScalar speed = m_linearVelocity.length();
174 if (speed < m_linearDamping)
175 {
176 btScalar dampVel = btScalar(0.005);
177 if (speed > dampVel)
178 {
179 btVector3 dir = m_linearVelocity.normalized();
180 m_linearVelocity -= dir * dampVel;
181 }
182 else
183 {
184 m_linearVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
185 }
186 }
187
188 btScalar angSpeed = m_angularVelocity.length();
189 if (angSpeed < m_angularDamping)
190 {
191 btScalar angDampVel = btScalar(0.005);
192 if (angSpeed > angDampVel)
193 {
194 btVector3 dir = m_angularVelocity.normalized();
195 m_angularVelocity -= dir * angDampVel;
196 }
197 else
198 {
199 m_angularVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
200 }
201 }
202 }
203}
204
206{
208 return;
209
210 applyCentralForce(m_gravity);
211}
212
214{
216 return;
217
218 applyCentralForce(-m_gravity);
219}
220
222{
223 setCenterOfMassTransform(newTrans);
224}
225
226void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
227{
228 if (mass == btScalar(0.))
229 {
230 m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
231 m_inverseMass = btScalar(0.);
232 }
233 else
234 {
236 m_inverseMass = btScalar(1.0) / mass;
237 }
238
239 //Fg = m * a
240 m_gravity = mass * m_gravity_acceleration;
241
242 m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
243 inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
244 inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
245
246 m_invMass = m_linearFactor * m_inverseMass;
247}
248
250{
251 m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose();
252}
253
255{
256 btVector3 inertiaLocal;
257 const btVector3 inertia = m_invInertiaLocal;
258 inertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
259 inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
260 inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
261 return inertiaLocal;
262}
263
264inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
265 const btMatrix3x3& I)
266{
267 const btVector3 w2 = I * w1 + w1.cross(I * w1) * dt - (T * dt + I * w0);
268 return w2;
269}
270
271inline btMatrix3x3 evalEulerEqnDeriv(const btVector3& w1, const btVector3& w0, const btScalar dt,
272 const btMatrix3x3& I)
273{
274 btMatrix3x3 w1x, Iw1x;
275 const btVector3 Iwi = (I * w1);
276 w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
277 Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
278
279 const btMatrix3x3 dfw1 = I + (w1x * I - Iw1x) * dt;
280 return dfw1;
281}
282
283btVector3 btRigidBody::computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
284{
285 btVector3 inertiaLocal = getLocalInertia();
286 btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
287 btVector3 tmp = inertiaTensorWorld * getAngularVelocity();
288 btVector3 gf = getAngularVelocity().cross(tmp);
289 btScalar l2 = gf.length2();
290 if (l2 > maxGyroscopicForce * maxGyroscopicForce)
291 {
292 gf *= btScalar(1.) / btSqrt(l2) * maxGyroscopicForce;
293 }
294 return gf;
295}
296
298{
299 btVector3 idl = getLocalInertia();
300 btVector3 omega1 = getAngularVelocity();
301 btQuaternion q = getWorldTransform().getRotation();
302
303 // Convert to body coordinates
304 btVector3 omegab = quatRotate(q.inverse(), omega1);
305 btMatrix3x3 Ib;
306 Ib.setValue(idl.x(), 0, 0,
307 0, idl.y(), 0,
308 0, 0, idl.z());
309
310 btVector3 ibo = Ib * omegab;
311
312 // Residual vector
313 btVector3 f = step * omegab.cross(ibo);
314
315 btMatrix3x3 skew0;
316 omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
317 btVector3 om = Ib * omegab;
318 btMatrix3x3 skew1;
319 om.getSkewSymmetricMatrix(&skew1[0], &skew1[1], &skew1[2]);
320
321 // Jacobian
322 btMatrix3x3 J = Ib + (skew0 * Ib - skew1) * step;
323
324 // btMatrix3x3 Jinv = J.inverse();
325 // btVector3 omega_div = Jinv*f;
326 btVector3 omega_div = J.solve33(f);
327
328 // Single Newton-Raphson update
329 omegab = omegab - omega_div; //Solve33(J, f);
330 // Back to world coordinates
331 btVector3 omega2 = quatRotate(q, omegab);
332 btVector3 gf = omega2 - omega1;
333 return gf;
334}
335
337{
338 // use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
339 // calculate using implicit euler step so it's stable.
340
341 const btVector3 inertiaLocal = getLocalInertia();
342 const btVector3 w0 = getAngularVelocity();
343
345
346 I = m_worldTransform.getBasis().scaled(inertiaLocal) *
347 m_worldTransform.getBasis().transpose();
348
349 // use newtons method to find implicit solution for new angular velocity (w')
350 // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
351 // df/dw' = I + 1xIw'*step + w'xI*step
352
353 btVector3 w1 = w0;
354
355 // one step of newton's method
356 {
357 const btVector3 fw = evalEulerEqn(w1, w0, btVector3(0, 0, 0), step, I);
358 const btMatrix3x3 dfw = evalEulerEqnDeriv(w1, w0, step, I);
359
360 btVector3 dw;
361 dw = dfw.solve33(fw);
362 //const btMatrix3x3 dfw_inv = dfw.inverse();
363 //dw = dfw_inv*fw;
364
365 w1 -= dw;
366 }
367
368 btVector3 gf = (w1 - w0);
369 return gf;
370}
371
373{
375 return;
376
377 m_linearVelocity += m_totalForce * (m_inverseMass * step);
378 m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step;
379
380#define MAX_ANGVEL SIMD_HALF_PI
382 btScalar angvel = m_angularVelocity.length();
383 if (angvel * step > MAX_ANGVEL)
384 {
385 m_angularVelocity *= (MAX_ANGVEL / step) / angvel;
386 }
387 #if defined(BT_CLAMP_VELOCITY_TO) && BT_CLAMP_VELOCITY_TO > 0
388 clampVelocity(m_angularVelocity);
389 #endif
390}
391
393{
394 btQuaternion orn;
395 m_worldTransform.getBasis().getRotation(orn);
396 return orn;
397}
398
414
415void btRigidBody::addConstraintRef(btTypedConstraint* c)
416{
418
419 int index = m_constraintRefs.findLinearSearch(c);
420 //don't add constraints that are already referenced
421 //btAssert(index == m_constraintRefs.size());
422 if (index == m_constraintRefs.size())
423 {
424 m_constraintRefs.push_back(c);
425 btCollisionObject* colObjA = &c->getRigidBodyA();
426 btCollisionObject* colObjB = &c->getRigidBodyB();
427 if (colObjA == this)
428 {
429 colObjA->setIgnoreCollisionCheck(colObjB, true);
430 }
431 else
432 {
433 colObjB->setIgnoreCollisionCheck(colObjA, true);
434 }
435 }
436}
437
438void btRigidBody::removeConstraintRef(btTypedConstraint* c)
439{
440 int index = m_constraintRefs.findLinearSearch(c);
441 //don't remove constraints that are not referenced
442 if (index < m_constraintRefs.size())
443 {
444 m_constraintRefs.remove(c);
445 btCollisionObject* colObjA = &c->getRigidBodyA();
446 btCollisionObject* colObjB = &c->getRigidBodyB();
447 if (colObjA == this)
448 {
449 colObjA->setIgnoreCollisionCheck(colObjB, false);
450 }
451 else
452 {
453 colObjB->setIgnoreCollisionCheck(colObjA, false);
454 }
455 }
456}
457
459{
460 int sz = sizeof(btRigidBodyData);
461 return sz;
462}
463
465const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
466{
467 btRigidBodyData* rbd = (btRigidBodyData*)dataBuffer;
468
469 btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
470
471 m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld);
472 m_linearVelocity.serialize(rbd->m_linearVelocity);
473 m_angularVelocity.serialize(rbd->m_angularVelocity);
474 rbd->m_inverseMass = m_inverseMass;
475 m_angularFactor.serialize(rbd->m_angularFactor);
476 m_linearFactor.serialize(rbd->m_linearFactor);
477 m_gravity.serialize(rbd->m_gravity);
478 m_gravity_acceleration.serialize(rbd->m_gravity_acceleration);
479 m_invInertiaLocal.serialize(rbd->m_invInertiaLocal);
480 m_totalForce.serialize(rbd->m_totalForce);
481 m_totalTorque.serialize(rbd->m_totalTorque);
482 rbd->m_linearDamping = m_linearDamping;
483 rbd->m_angularDamping = m_angularDamping;
484 rbd->m_additionalDamping = m_additionalDamping;
485 rbd->m_additionalDampingFactor = m_additionalDampingFactor;
486 rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
487 rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
488 rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
489 rbd->m_linearSleepingThreshold = m_linearSleepingThreshold;
490 rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
491
492 // Fill padding with zeros to appease msan.
493#ifdef BT_USE_DOUBLE_PRECISION
494 memset(rbd->m_padding, 0, sizeof(rbd->m_padding));
495#endif
496
497 return btRigidBodyDataName;
498}
499
501{
502 btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(), 1);
503 const char* structType = serialize(chunk->m_oldPtr, serializer);
504 serializer->finalizeChunk(chunk, structType, BT_RIGIDBODY_CODE, (void*)this);
505}
btVector3 m_interpolationAngularVelocity
SIMD_FORCE_INLINE bool isStaticOrKinematicObject() const
@ CF_STATIC_OBJECT
btTransform m_interpolationWorldTransform
btScalar m_restitution
@ CO_RIGID_BODY
btScalar m_rollingFriction
btScalar m_friction
btScalar m_spinningFriction
virtual ~btCollisionObject()
int m_collisionFlags
SIMD_FORCE_INLINE bool isKinematicObject() const
virtual void setCollisionShape(btCollisionShape *collisionShape)
btVector3 m_interpolationLinearVelocity
btTransform & getWorldTransform()
int m_internalType
btCollisionShape
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
btScalar m_angularDamping
btScalar m_linearDamping
btMatrix3x3
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition btMatrix3x3.h:50
SIMD_FORCE_INLINE const T & btClamped(const T &a, const T &lb, const T &ub)
Definition btMinMax.h:33
SIMD_FORCE_INLINE const T & btMax(const T &a, const T &b)
Definition btMinMax.h:27
SIMD_FORCE_INLINE btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
bool gDisableDeactivation
#define MAX_ANGVEL
btVector3 evalEulerEqn(const btVector3 &w1, const btVector3 &w0, const btVector3 &T, const btScalar dt, const btMatrix3x3 &I)
btScalar gDeactivationTime
static int uniqueId
btMatrix3x3 evalEulerEqnDeriv(const btVector3 &w1, const btVector3 &w0, const btScalar dt, const btMatrix3x3 &I)
#define btRigidBodyDataName
Definition btRigidBody.h:36
#define btRigidBodyData
Definition btRigidBody.h:35
@ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
Definition btRigidBody.h:47
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
SIMD_FORCE_INLINE btScalar btSqrt(btScalar y)
Definition btScalar.h:466
SIMD_FORCE_INLINE btScalar btPow(btScalar x, btScalar y)
Definition btScalar.h:521
#define BT_RIGIDBODY_CODE
btTransform m_worldTransform
btVector3 m_deltaLinearVelocity
btVector3 m_angularVelocity
btTransform
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:30
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
Definition btVector3.h:82
int findLinearSearch(const T &key) const
SIMD_FORCE_INLINE int size() const
return the number of elements in the array
void remove(const T &key)
SIMD_FORCE_INLINE void push_back(const T &_Val)
void * m_oldPtr
virtual void getWorldTransform(btTransform &worldTrans) const =0
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
btQuaternion inverse() const
Return the inverse of this quaternion.
void getAabb(btVector3 &aabbMin, btVector3 &aabbMax) const
void applyGravity()
void integrateVelocities(btScalar step)
void addConstraintRef(btTypedConstraint *c)
virtual void serializeSingleObject(class btSerializer *serializer) const
int m_frictionSolverType
void applyDamping(btScalar timeStep)
applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
int m_contactSolverType
void applyCentralForce(const btVector3 &force)
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btVector3 m_turnVelocity
virtual int calculateSerializeBufferSize() const
void setGravity(const btVector3 &acceleration)
btRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
btRigidBody constructor using construction info
btQuaternion getOrientation() const
void proceedToTransform(const btTransform &newTrans)
void saveKinematicState(btScalar step)
btVector3 getLocalInertia() const
btVector3 computeGyroscopicImpulseImplicit_World(btScalar dt) const
perform implicit force computation in world space
btVector3 m_angularFactor
Definition btRigidBody.h:98
btVector3 computeGyroscopicImpulseImplicit_Body(btScalar step) const
perform implicit force computation in body space (inertial frame)
const btVector3 & getAngularVelocity() const
btMotionState * getMotionState()
void removeConstraintRef(btTypedConstraint *c)
void setMassProps(btScalar mass, const btVector3 &inertia)
btVector3 m_deltaAngularVelocity
Definition btRigidBody.h:97
btVector3 m_pushVelocity
SIMD_FORCE_INLINE const btCollisionShape * getCollisionShape() const
void clearGravity()
void setDamping(btScalar lin_damping, btScalar ang_damping)
void setupRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
setupRigidBody is only used internally by the constructor
void setCenterOfMassTransform(const btTransform &xform)
void updateInertiaTensor()
void predictIntegratedTransform(btScalar step, btTransform &predictedTransform)
continuous collision detection needs prediction
btVector3 computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
explicit version is best avoided, it gains energy
btVector3 m_invMass
Definition btRigidBody.h:99
const btVector3 & getLinearVelocity() const
virtual btChunk * allocate(size_t size, int numElements)=0
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
static void calculateVelocity(const btTransform &transform0, const btTransform &transform1, btScalar timeStep, btVector3 &linVel, btVector3 &angVel)
#define I
btScalar m_friction
best simulation results when friction is non-zero
btScalar m_restitution
best simulation results using zero restitution.