added proper clipping of angular limits in generic d6 ConstraintSolver/btGeneric6DofConstraint.cpp
added trianglebuffer (easier GIMPACT integration)
This commit is contained in:
41
src/BulletCollision/CollisionShapes/btTriangleBuffer.cpp
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src/BulletCollision/CollisionShapes/btTriangleBuffer.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btTriangleBuffer.h"
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///example usage of this class:
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// btTriangleBuffer triBuf;
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// concaveShape->processAllTriangles(&triBuf,aabbMin, aabbMax);
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// for (int i=0;i<triBuf.getNumTriangles();i++)
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// {
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// const btTriangle& tri = triBuf.getTriangle(i);
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// //do something useful here with the triangle
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// }
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void btTriangleBuffer::processTriangle(btVector3* triangle,int partId,int triangleIndex)
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{
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btTriangle tri;
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tri.m_vertex0 = triangle[0];
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tri.m_vertex1 = triangle[1];
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tri.m_vertex2 = triangle[2];
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tri.m_partId = partId;
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tri.m_triangleIndex = triangleIndex;
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m_triangleBuffer.push_back(tri);
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}
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60
src/BulletCollision/CollisionShapes/btTriangleBuffer.h
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60
src/BulletCollision/CollisionShapes/btTriangleBuffer.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_TRIANGLE_BUFFER_H
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#define BT_TRIANGLE_BUFFER_H
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#include "btTriangleCallback.h"
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#include <vector>
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struct btTriangle
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{
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btVector3 m_vertex0;
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btVector3 m_vertex1;
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btVector3 m_vertex2;
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int m_partId;
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int m_triangleIndex;
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};
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///btTriangleBuffer can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
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class btTriangleBuffer : public btTriangleCallback
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{
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std::vector<btTriangle> m_triangleBuffer;
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public:
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virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
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int getNumTriangles() const
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{
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return int(m_triangleBuffer.size());
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}
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const btTriangle& getTriangle(int index) const
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{
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return m_triangleBuffer[index];
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}
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void clearBuffer()
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{
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m_triangleBuffer.clear();
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}
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};
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#endif //BT_TRIANGLE_BUFFER_H
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@@ -309,12 +309,16 @@ void btGeneric6DofConstraint::solveConstraint(btScalar timeStep)
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}
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}
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//impulse
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//impulse
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btScalar impulse = -(tau*rel_pos/timeStep + damping*rel_vel) * jacDiagABInv;
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m_accumulatedImpulse[i + 3] += impulse;
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btScalar normalImpulse= -(tau*rel_pos/timeStep + damping*rel_vel) * jacDiagABInv;
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float oldNormalImpulse = m_accumulatedImpulse[i+3];
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float sum = oldNormalImpulse + normalImpulse;
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m_accumulatedImpulse[i+3] = sum > hi ? 0.f : sum < lo ? 0.f : sum;
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normalImpulse = m_accumulatedImpulse[i+3] - oldNormalImpulse;
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// Dirk: Not needed - we could actually project onto Jacobian entry here (same as above)
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// Dirk: Not needed - we could actually project onto Jacobian entry here (same as above)
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btVector3 axis = kSign[i] * axisA.cross(axisB);
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btVector3 axis = kSign[i] * axisA.cross(axisB);
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btVector3 impulse_vector = axis * impulse;
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btVector3 impulse_vector = axis * normalImpulse;
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m_rbA.applyTorqueImpulse( impulse_vector);
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m_rbA.applyTorqueImpulse( impulse_vector);
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m_rbB.applyTorqueImpulse(-impulse_vector);
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m_rbB.applyTorqueImpulse(-impulse_vector);
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