Blender V4.3
btSolverBody.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_SOLVER_BODY_H
17#define BT_SOLVER_BODY_H
18
19class btRigidBody;
22
25
27#ifdef BT_USE_SSE
28#define USE_SIMD 1
29#endif //
30
31#ifdef USE_SIMD
32
33struct btSimdScalar
34{
36 {
37 }
38
40 : m_vec128(_mm_set1_ps(fl))
41 {
42 }
43
45 : m_vec128(v128)
46 {
47 }
48 union {
49 __m128 m_vec128;
50 float m_floats[4];
51 int m_ints[4];
52 btScalar m_unusedPadding;
53 };
54 SIMD_FORCE_INLINE __m128 get128()
55 {
56 return m_vec128;
57 }
58
59 SIMD_FORCE_INLINE const __m128 get128() const
60 {
61 return m_vec128;
62 }
63
64 SIMD_FORCE_INLINE void set128(__m128 v128)
65 {
66 m_vec128 = v128;
67 }
68
69 SIMD_FORCE_INLINE operator __m128()
70 {
71 return m_vec128;
72 }
73 SIMD_FORCE_INLINE operator const __m128() const
74 {
75 return m_vec128;
76 }
77
78 SIMD_FORCE_INLINE operator float() const
79 {
80 return m_floats[0];
81 }
82};
83
86operator*(const btSimdScalar& v1, const btSimdScalar& v2)
87{
88 return btSimdScalar(_mm_mul_ps(v1.get128(), v2.get128()));
89}
90
93operator+(const btSimdScalar& v1, const btSimdScalar& v2)
94{
95 return btSimdScalar(_mm_add_ps(v1.get128(), v2.get128()));
96}
97
98#else
99#define btSimdScalar btScalar
100#endif
101
105{
111 btVector3 m_linearFactor;
112 btVector3 m_invMass;
113 btVector3 m_pushVelocity;
114 btVector3 m_turnVelocity;
119
121 void setWorldTransform(const btTransform& worldTransform)
122 {
123 m_worldTransform = worldTransform;
124 }
125
127 {
128 return m_worldTransform;
129 }
130
131 SIMD_FORCE_INLINE void getVelocityInLocalPointNoDelta(const btVector3& rel_pos, btVector3& velocity) const
132 {
133 if (m_originalBody)
135 else
136 velocity.setValue(0, 0, 0);
137 }
138
139 SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity) const
140 {
141 if (m_originalBody)
143 else
144 velocity.setValue(0, 0, 0);
145 }
146
147 SIMD_FORCE_INLINE void getAngularVelocity(btVector3 & angVel) const
148 {
149 if (m_originalBody)
151 else
152 angVel.setValue(0, 0, 0);
153 }
154
155 //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
156 SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent, const btScalar impulseMagnitude)
157 {
158 if (m_originalBody)
159 {
160 m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
161 m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
162 }
163 }
164
165 SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent, btScalar impulseMagnitude)
166 {
167 if (m_originalBody)
168 {
169 m_pushVelocity += linearComponent * impulseMagnitude * m_linearFactor;
170 m_turnVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
171 }
172 }
173
174 const btVector3& getDeltaLinearVelocity() const
175 {
177 }
178
179 const btVector3& getDeltaAngularVelocity() const
180 {
182 }
183
184 const btVector3& getPushVelocity() const
185 {
186 return m_pushVelocity;
187 }
188
189 const btVector3& getTurnVelocity() const
190 {
191 return m_turnVelocity;
192 }
193
196
198 {
200 }
201
203 {
205 }
206
207 const btVector3& internalGetAngularFactor() const
208 {
209 return m_angularFactor;
210 }
211
212 const btVector3& internalGetInvMass() const
213 {
214 return m_invMass;
215 }
216
217 void internalSetInvMass(const btVector3& invMass)
218 {
219 m_invMass = invMass;
220 }
221
223 {
224 return m_pushVelocity;
225 }
226
228 {
229 return m_turnVelocity;
230 }
231
232 SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity) const
233 {
235 }
236
237 SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3 & angVel) const
238 {
240 }
241
242 //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
243 SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent, const btScalar impulseMagnitude)
244 {
245 if (m_originalBody)
246 {
247 m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
248 m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
249 }
250 }
251
253 {
254 if (m_originalBody)
255 {
258
259 //m_originalBody->setCompanionId(-1);
260 }
261 }
262
263 void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
264 {
265 (void)timeStep;
266 if (m_originalBody)
267 {
270
271 //correct the position/orientation based on push/turn recovery
272 btTransform newTransform;
273 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)
274 {
275 // btQuaternion orn = m_worldTransform.getRotation();
276 btTransformUtil::integrateTransform(m_worldTransform, m_pushVelocity, m_turnVelocity * splitImpulseTurnErp, timeStep, newTransform);
277 m_worldTransform = newTransform;
278 }
279 //m_worldTransform.setRotation(orn);
280 //m_originalBody->setCompanionId(-1);
281 }
282 }
283};
284
285#endif //BT_SOLVER_BODY_H
ATTR_WARN_UNUSED_RESULT const BMVert * v2
virtual const btVector3 & getAngularVelocity() const
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition btScalar.h:425
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
#define SIMD_FORCE_INLINE
Definition btScalar.h:280
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
btVector3 m_turnVelocity
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
btVector3 m_invMass
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 m_linearFactor
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
void writebackVelocity()
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
btVector3 m_pushVelocity
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)
btTransform
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:30
btScalar m_floats[4]
Definition btVector3.h:111
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
draw_view in_light_buf[] float
constexpr GPUAttachmentType operator+(GPUAttachmentType a, int b)
ccl_device_inline float2 operator*(const float2 a, const float2 b)
Definition math_float2.h:30
ccl_device_inline float cross(const float2 a, const float2 b)