Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
@@ -5,30 +5,27 @@
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typedef struct b3ContactConstraint4 b3ContactConstraint4_t;
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struct b3ContactConstraint4
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{
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b3Float4 m_linear;//normal?
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b3Float4 m_linear; //normal?
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b3Float4 m_worldPos[4];
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b3Float4 m_center; // friction
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b3Float4 m_center; // friction
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float m_jacCoeffInv[4];
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float m_b[4];
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float m_appliedRambdaDt[4];
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float m_fJacCoeffInv[2]; // friction
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float m_fAppliedRambdaDt[2]; // friction
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float m_fJacCoeffInv[2]; // friction
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float m_fAppliedRambdaDt[2]; // friction
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unsigned int m_bodyA;
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unsigned int m_bodyB;
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int m_batchIdx;
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int m_batchIdx;
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unsigned int m_paddings;
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};
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//inline void setFrictionCoeff(float value) { m_linear[3] = value; }
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inline float b3GetFrictionCoeff(b3ContactConstraint4_t* constraint)
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inline float b3GetFrictionCoeff(b3ContactConstraint4_t* constraint)
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{
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return constraint->m_linear.w;
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return constraint->m_linear.w;
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}
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#endif //B3_CONTACT_CONSTRAINT5_H
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#endif //B3_CONTACT_CONSTRAINT5_H
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@@ -4,89 +4,84 @@
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#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q);
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void b3PlaneSpace1 (b3Float4ConstArg n, b3Float4* p, b3Float4* q)
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void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q);
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void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q)
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{
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if (b3Fabs(n.z) > 0.70710678f) {
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// choose p in y-z plane
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float a = n.y*n.y + n.z*n.z;
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float k = 1.f/sqrt(a);
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p[0].x = 0;
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p[0].y = -n.z*k;
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p[0].z = n.y*k;
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// set q = n x p
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q[0].x = a*k;
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q[0].y = -n.x*p[0].z;
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q[0].z = n.x*p[0].y;
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}
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else {
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// choose p in x-y plane
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float a = n.x*n.x + n.y*n.y;
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float k = 1.f/sqrt(a);
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p[0].x = -n.y*k;
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p[0].y = n.x*k;
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p[0].z = 0;
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// set q = n x p
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q[0].x = -n.z*p[0].y;
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q[0].y = n.z*p[0].x;
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q[0].z = a*k;
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}
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if (b3Fabs(n.z) > 0.70710678f)
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{
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// choose p in y-z plane
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float a = n.y * n.y + n.z * n.z;
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float k = 1.f / sqrt(a);
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p[0].x = 0;
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p[0].y = -n.z * k;
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p[0].z = n.y * k;
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// set q = n x p
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q[0].x = a * k;
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q[0].y = -n.x * p[0].z;
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q[0].z = n.x * p[0].y;
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}
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else
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{
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// choose p in x-y plane
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float a = n.x * n.x + n.y * n.y;
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float k = 1.f / sqrt(a);
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p[0].x = -n.y * k;
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p[0].y = n.x * k;
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p[0].z = 0;
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// set q = n x p
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q[0].x = -n.z * p[0].y;
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q[0].y = n.z * p[0].x;
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q[0].z = a * k;
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}
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}
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void setLinearAndAngular( b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
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void setLinearAndAngular(b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
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{
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*linear = b3MakeFloat4(n.x,n.y,n.z,0.f);
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*linear = b3MakeFloat4(n.x, n.y, n.z, 0.f);
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*angular0 = b3Cross3(r0, n);
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*angular1 = -b3Cross3(r1, n);
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}
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float calcRelVel( b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
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b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1 )
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float calcRelVel(b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
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b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1)
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{
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return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
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}
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float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
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float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
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float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
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{
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// linear0,1 are normlized
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float jmj0 = invMass0;//b3Dot3F4(linear0, linear0)*invMass0;
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float jmj1 = b3Dot3F4(mtMul3(angular0,*invInertia0), angular0);
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float jmj2 = invMass1;//b3Dot3F4(linear1, linear1)*invMass1;
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float jmj3 = b3Dot3F4(mtMul3(angular1,*invInertia1), angular1);
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return -1.f/(jmj0+jmj1+jmj2+jmj3);
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float jmj0 = invMass0; //b3Dot3F4(linear0, linear0)*invMass0;
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float jmj1 = b3Dot3F4(mtMul3(angular0, *invInertia0), angular0);
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float jmj2 = invMass1; //b3Dot3F4(linear1, linear1)*invMass1;
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float jmj3 = b3Dot3F4(mtMul3(angular1, *invInertia1), angular1);
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return -1.f / (jmj0 + jmj1 + jmj2 + jmj3);
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}
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void setConstraint4( b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
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b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
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__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
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b3ContactConstraint4_t* dstC )
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void setConstraint4(b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
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b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
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__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
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b3ContactConstraint4_t* dstC)
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{
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dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
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dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
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float dtInv = 1.f/dt;
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for(int ic=0; ic<4; ic++)
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float dtInv = 1.f / dt;
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for (int ic = 0; ic < 4; ic++)
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{
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dstC->m_appliedRambdaDt[ic] = 0.f;
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}
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dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
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dstC->m_linear = src->m_worldNormalOnB;
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dstC->m_linear.w = 0.7f ;//src->getFrictionCoeff() );
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for(int ic=0; ic<4; ic++)
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dstC->m_linear.w = 0.7f; //src->getFrictionCoeff() );
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for (int ic = 0; ic < 4; ic++)
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{
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b3Float4 r0 = src->m_worldPosB[ic] - posA;
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b3Float4 r1 = src->m_worldPosB[ic] - posB;
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if( ic >= src->m_worldNormalOnB.w )//npoints
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if (ic >= src->m_worldNormalOnB.w) //npoints
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{
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dstC->m_jacCoeffInv[ic] = 0.f;
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continue;
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@@ -98,56 +93,56 @@ void setConstraint4( b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4Co
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setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
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dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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invMassA, &invInertiaA, invMassB, &invInertiaB);
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relVelN = calcRelVel(linear, -linear, angular0, angular1,
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linVelA, angVelA, linVelB, angVelB);
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linVelA, angVelA, linVelB, angVelB);
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float e = 0.f;//src->getRestituitionCoeff();
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if( relVelN*relVelN < 0.004f ) e = 0.f;
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float e = 0.f; //src->getRestituitionCoeff();
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if (relVelN * relVelN < 0.004f) e = 0.f;
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dstC->m_b[ic] = e*relVelN;
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dstC->m_b[ic] = e * relVelN;
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//float penetration = src->m_worldPosB[ic].w;
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dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift)*positionConstraintCoeff*dtInv;
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dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift) * positionConstraintCoeff * dtInv;
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dstC->m_appliedRambdaDt[ic] = 0.f;
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}
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}
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if( src->m_worldNormalOnB.w > 0 )//npoints
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{ // prepare friction
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b3Float4 center = b3MakeFloat4(0.f,0.f,0.f,0.f);
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for(int i=0; i<src->m_worldNormalOnB.w; i++)
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if (src->m_worldNormalOnB.w > 0) //npoints
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{ // prepare friction
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b3Float4 center = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);
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for (int i = 0; i < src->m_worldNormalOnB.w; i++)
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center += src->m_worldPosB[i];
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center /= (float)src->m_worldNormalOnB.w;
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b3Float4 tangent[2];
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b3PlaneSpace1(src->m_worldNormalOnB,&tangent[0],&tangent[1]);
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b3PlaneSpace1(src->m_worldNormalOnB, &tangent[0], &tangent[1]);
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b3Float4 r[2];
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r[0] = center - posA;
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r[1] = center - posB;
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for(int i=0; i<2; i++)
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for (int i = 0; i < 2; i++)
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{
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b3Float4 linear, angular0, angular1;
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setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
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dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
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invMassA, &invInertiaA, invMassB, &invInertiaB );
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invMassA, &invInertiaA, invMassB, &invInertiaB);
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dstC->m_fAppliedRambdaDt[i] = 0.f;
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}
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dstC->m_center = center;
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}
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for(int i=0; i<4; i++)
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for (int i = 0; i < 4; i++)
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{
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if( i<src->m_worldNormalOnB.w )
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if (i < src->m_worldNormalOnB.w)
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{
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dstC->m_worldPos[i] = src->m_worldPosB[i];
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}
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else
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{
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dstC->m_worldPos[i] = b3MakeFloat4(0.f,0.f,0.f,0.f);
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dstC->m_worldPos[i] = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);
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}
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}
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}
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@@ -11,5 +11,4 @@ struct b3Inertia
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b3Mat3x3 m_initInvInertia;
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};
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#endif //B3_INERTIA_H
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#endif //B3_INERTIA_H
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@@ -2,11 +2,8 @@
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
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inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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inline void integrateSingleTransform(__global b3RigidBodyData_t* bodies, int nodeID, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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{
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if (bodies[nodeID].m_invMass != 0.f)
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{
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float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
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@@ -18,27 +15,27 @@ inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nod
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bodies[nodeID].m_angVel.x *= angularDamping;
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bodies[nodeID].m_angVel.y *= angularDamping;
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bodies[nodeID].m_angVel.z *= angularDamping;
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b3Float4 angvel = bodies[nodeID].m_angVel;
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float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
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//limit the angular motion
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if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
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if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
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{
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fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
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}
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if(fAngle < 0.001f)
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if (fAngle < 0.001f)
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{
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// use Taylor's expansions of sync function
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axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
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axis = angvel * (0.5f * timeStep - (timeStep * timeStep * timeStep) * 0.020833333333f * fAngle * fAngle);
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}
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else
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{
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// sync(fAngle) = sin(c*fAngle)/t
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axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle);
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axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
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}
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b3Quat dorn;
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dorn.x = axis.x;
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dorn.y = axis.y;
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@@ -47,23 +44,21 @@ inline void integrateSingleTransform( __global b3RigidBodyData_t* bodies,int nod
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b3Quat orn0 = bodies[nodeID].m_quat;
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b3Quat predictedOrn = b3QuatMul(dorn, orn0);
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predictedOrn = b3QuatNormalized(predictedOrn);
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bodies[nodeID].m_quat=predictedOrn;
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bodies[nodeID].m_quat = predictedOrn;
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}
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//linear velocity
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bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
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//linear velocity
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bodies[nodeID].m_pos += bodies[nodeID].m_linVel * timeStep;
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//apply gravity
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bodies[nodeID].m_linVel += gravityAcceleration * timeStep;
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}
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}
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inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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inline void b3IntegrateTransform(__global b3RigidBodyData_t* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
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{
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float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
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if( (body->m_invMass != 0.f))
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if ((body->m_invMass != 0.f))
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{
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//angular velocity
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{
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@@ -72,23 +67,23 @@ inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeSt
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body->m_angVel.x *= angularDamping;
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body->m_angVel.y *= angularDamping;
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body->m_angVel.z *= angularDamping;
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b3Float4 angvel = body->m_angVel;
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float fAngle = b3Sqrt(b3Dot3F4(angvel, angvel));
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//limit the angular motion
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if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
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if (fAngle * timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
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{
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fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
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}
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if(fAngle < 0.001f)
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if (fAngle < 0.001f)
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{
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// use Taylor's expansions of sync function
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axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
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axis = angvel * (0.5f * timeStep - (timeStep * timeStep * timeStep) * 0.020833333333f * fAngle * fAngle);
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}
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else
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{
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// sync(fAngle) = sin(c*fAngle)/t
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axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle);
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axis = angvel * (b3Sin(0.5f * fAngle * timeStep) / fAngle);
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}
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b3Quat dorn;
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dorn.x = axis.x;
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@@ -99,15 +94,13 @@ inline void b3IntegrateTransform( __global b3RigidBodyData_t* body, float timeSt
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b3Quat predictedOrn = b3QuatMul(dorn, orn0);
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||||
predictedOrn = b3QuatNormalized(predictedOrn);
|
||||
body->m_quat=predictedOrn;
|
||||
body->m_quat = predictedOrn;
|
||||
}
|
||||
|
||||
//apply gravity
|
||||
body->m_linVel += gravityAcceleration * timeStep;
|
||||
|
||||
//linear velocity
|
||||
body->m_pos += body->m_linVel * timeStep;
|
||||
|
||||
//linear velocity
|
||||
body->m_pos += body->m_linVel * timeStep;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user