16#ifndef BT_SOLVER_BODY_H
17#define BT_SOLVER_BODY_H
40 : m_vec128(_mm_set1_ps(fl))
99#define btSimdScalar btScalar
136 velocity.setValue(0, 0, 0);
144 velocity.setValue(0, 0, 0);
152 angVel.setValue(0, 0, 0);
ATTR_WARN_UNUSED_RESULT const BMVert * v2
virtual const btVector3 & getAngularVelocity() const
#define BT_DECLARE_ALIGNED_ALLOCATOR()
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define ATTRIBUTE_ALIGNED16(a)
#define SIMD_FORCE_INLINE
btSolverBody
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
void setWorldTransform(const btTransform &worldTransform)
SIMD_FORCE_INLINE void getVelocityInLocalPointNoDelta(const btVector3 &rel_pos, btVector3 &velocity) const
SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3 &angVel) const
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
btVector3 m_externalTorqueImpulse
btVector3 m_externalForceImpulse
btTransform m_worldTransform
const btVector3 & internalGetInvMass() const
btVector3 m_angularFactor
const btVector3 & getTurnVelocity() const
const btTransform & getWorldTransform() const
void internalSetInvMass(const btVector3 &invMass)
btVector3 m_deltaLinearVelocity
const btVector3 & getPushVelocity() const
SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, btScalar impulseMagnitude)
btVector3 & internalGetPushVelocity()
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
const btVector3 & getDeltaAngularVelocity() const
const btVector3 & internalGetAngularFactor() const
btVector3 & internalGetDeltaAngularVelocity()
const btVector3 & getDeltaLinearVelocity() const
btVector3 m_angularVelocity
#define btSimdScalar
Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later,...
btVector3 m_deltaAngularVelocity
btVector3 & internalGetDeltaLinearVelocity()
some internal methods, don't use them
btRigidBody * m_originalBody
btVector3 m_linearVelocity
SIMD_FORCE_INLINE void applyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
btVector3 & internalGetTurnVelocity()
SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
draw_view in_light_buf[] float
constexpr GPUAttachmentType operator+(GPUAttachmentType a, int b)
ccl_device_inline float2 operator*(const float2 a, const float2 b)
ccl_device_inline float cross(const float2 a, const float2 b)