merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.

Still need to verify to make sure no unwanted renaming is introduced.
This commit is contained in:
ejcoumans
2006-09-27 20:43:51 +00:00
parent d1e9a885f3
commit eb23bb5c0c
263 changed files with 7528 additions and 6714 deletions

View File

@@ -17,16 +17,16 @@ subject to the following restrictions:
#include "btHingeConstraint.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/Dynamics/btMassProps.h"
#include "LinearMath/SimdTransformUtil.h"
#include "LinearMath/btTransformUtil.h"
HingeConstraint::HingeConstraint()
btHingeConstraint::btHingeConstraint()
{
}
HingeConstraint::HingeConstraint(RigidBody& rbA,RigidBody& rbB, const SimdVector3& pivotInA,const SimdVector3& pivotInB,
SimdVector3& axisInA,SimdVector3& axisInB)
:TypedConstraint(rbA,rbB),m_pivotInA(pivotInA),m_pivotInB(pivotInB),
btHingeConstraint::btHingeConstraint(btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB,
btVector3& axisInA,btVector3& axisInB)
:btTypedConstraint(rbA,rbB),m_pivotInA(pivotInA),m_pivotInB(pivotInB),
m_axisInA(axisInA),
m_axisInB(-axisInB),
m_angularOnly(false)
@@ -35,8 +35,8 @@ m_angularOnly(false)
}
HingeConstraint::HingeConstraint(RigidBody& rbA,const SimdVector3& pivotInA,SimdVector3& axisInA)
:TypedConstraint(rbA),m_pivotInA(pivotInA),m_pivotInB(rbA.getCenterOfMassTransform()(pivotInA)),
btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA)
:btTypedConstraint(rbA),m_pivotInA(pivotInA),m_pivotInB(rbA.getCenterOfMassTransform()(pivotInA)),
m_axisInA(axisInA),
//fixed axis in worldspace
m_axisInB(rbA.getCenterOfMassTransform().getBasis() * -axisInA),
@@ -45,18 +45,18 @@ m_angularOnly(false)
}
void HingeConstraint::BuildJacobian()
void btHingeConstraint::BuildJacobian()
{
m_appliedImpulse = 0.f;
SimdVector3 normal(0,0,0);
btVector3 normal(0,0,0);
if (!m_angularOnly)
{
for (int i=0;i<3;i++)
{
normal[i] = 1;
new (&m_jac[i]) JacobianEntry(
new (&m_jac[i]) btJacobianEntry(
m_rbA.getCenterOfMassTransform().getBasis().transpose(),
m_rbB.getCenterOfMassTransform().getBasis().transpose(),
m_rbA.getCenterOfMassTransform()*m_pivotInA - m_rbA.getCenterOfMassPosition(),
@@ -74,18 +74,18 @@ void HingeConstraint::BuildJacobian()
//these two jointAxis require equal angular velocities for both bodies
//this is unused for now, it's a todo
SimdVector3 axisWorldA = GetRigidBodyA().getCenterOfMassTransform().getBasis() * m_axisInA;
SimdVector3 jointAxis0;
SimdVector3 jointAxis1;
SimdPlaneSpace1(axisWorldA,jointAxis0,jointAxis1);
btVector3 axisWorldA = GetRigidBodyA().getCenterOfMassTransform().getBasis() * m_axisInA;
btVector3 jointAxis0;
btVector3 jointAxis1;
btPlaneSpace1(axisWorldA,jointAxis0,jointAxis1);
new (&m_jacAng[0]) JacobianEntry(jointAxis0,
new (&m_jacAng[0]) btJacobianEntry(jointAxis0,
m_rbA.getCenterOfMassTransform().getBasis().transpose(),
m_rbB.getCenterOfMassTransform().getBasis().transpose(),
m_rbA.getInvInertiaDiagLocal(),
m_rbB.getInvInertiaDiagLocal());
new (&m_jacAng[1]) JacobianEntry(jointAxis1,
new (&m_jacAng[1]) btJacobianEntry(jointAxis1,
m_rbA.getCenterOfMassTransform().getBasis().transpose(),
m_rbB.getCenterOfMassTransform().getBasis().transpose(),
m_rbA.getInvInertiaDiagLocal(),
@@ -94,52 +94,52 @@ void HingeConstraint::BuildJacobian()
}
void HingeConstraint::SolveConstraint(SimdScalar timeStep)
void btHingeConstraint::SolveConstraint(btScalar timeStep)
{
//#define NEW_IMPLEMENTATION
#ifdef NEW_IMPLEMENTATION
SimdScalar tau = 0.3f;
SimdScalar damping = 1.f;
btScalar tau = 0.3f;
btScalar damping = 1.f;
SimdVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA;
SimdVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB;
btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA;
btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB;
// Dirk: Don't we need to update this after each applied impulse
SimdVector3 angvelA; // = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
SimdVector3 angvelB; // = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();
btVector3 angvelA; // = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
btVector3 angvelB; // = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();
if (!m_angularOnly)
{
SimdVector3 normal(0,0,0);
btVector3 normal(0,0,0);
for (int i=0;i<3;i++)
{
normal[i] = 1;
SimdScalar jacDiagABInv = 1.f / m_jac[i].getDiagonal();
btScalar jacDiagABInv = 1.f / m_jac[i].getDiagonal();
SimdVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
SimdVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
SimdVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1);
SimdVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2);
SimdVector3 vel = vel1 - vel2;
btVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1);
btVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2);
btVector3 vel = vel1 - vel2;
// Dirk: Get new angular velocity since it changed after applying an impulse
angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();
//velocity error (first order error)
SimdScalar rel_vel = m_jac[i].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
btScalar rel_vel = m_jac[i].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
m_rbB.getLinearVelocity(),angvelB);
//positional error (zeroth order error)
SimdScalar depth = -(pivotAInW - pivotBInW).dot(normal);
btScalar depth = -(pivotAInW - pivotBInW).dot(normal);
SimdScalar impulse = tau*depth/timeStep * jacDiagABInv - damping * rel_vel * jacDiagABInv;
btScalar impulse = tau*depth/timeStep * jacDiagABInv - damping * rel_vel * jacDiagABInv;
SimdVector3 impulse_vector = normal * impulse;
btVector3 impulse_vector = normal * impulse;
m_rbA.applyImpulse( impulse_vector, pivotAInW - m_rbA.getCenterOfMassPosition());
m_rbB.applyImpulse(-impulse_vector, pivotBInW - m_rbB.getCenterOfMassPosition());
@@ -150,26 +150,26 @@ void HingeConstraint::SolveConstraint(SimdScalar timeStep)
///solve angular part
// get axes in world space
SimdVector3 axisA = GetRigidBodyA().getCenterOfMassTransform().getBasis() * m_axisInA;
SimdVector3 axisB = GetRigidBodyB().getCenterOfMassTransform().getBasis() * m_axisInB;
btVector3 axisA = GetRigidBodyA().getCenterOfMassTransform().getBasis() * m_axisInA;
btVector3 axisB = GetRigidBodyB().getCenterOfMassTransform().getBasis() * m_axisInB;
// constraint axes in world space
SimdVector3 jointAxis0;
SimdVector3 jointAxis1;
SimdPlaneSpace1(axisA,jointAxis0,jointAxis1);
btVector3 jointAxis0;
btVector3 jointAxis1;
btPlaneSpace1(axisA,jointAxis0,jointAxis1);
// Dirk: Get new angular velocity since it changed after applying an impulse
angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();
SimdScalar jacDiagABInv0 = 1.f / m_jacAng[0].getDiagonal();
SimdScalar rel_vel0 = m_jacAng[0].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
btScalar jacDiagABInv0 = 1.f / m_jacAng[0].getDiagonal();
btScalar rel_vel0 = m_jacAng[0].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
m_rbB.getLinearVelocity(),angvelB);
float tau1 = tau;//0.f;
SimdScalar impulse0 = (tau1 * axisB.dot(jointAxis1) / timeStep - damping * rel_vel0) * jacDiagABInv0;
SimdVector3 angular_impulse0 = jointAxis0 * impulse0;
btScalar impulse0 = (tau1 * axisB.dot(jointAxis1) / timeStep - damping * rel_vel0) * jacDiagABInv0;
btVector3 angular_impulse0 = jointAxis0 * impulse0;
m_rbA.applyTorqueImpulse( angular_impulse0);
m_rbB.applyTorqueImpulse(-angular_impulse0);
@@ -180,12 +180,12 @@ void HingeConstraint::SolveConstraint(SimdScalar timeStep)
angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity();
angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity();
SimdScalar jacDiagABInv1 = 1.f / m_jacAng[1].getDiagonal();
SimdScalar rel_vel1 = m_jacAng[1].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
btScalar jacDiagABInv1 = 1.f / m_jacAng[1].getDiagonal();
btScalar rel_vel1 = m_jacAng[1].getRelativeVelocity(m_rbA.getLinearVelocity(),angvelA,
m_rbB.getLinearVelocity(),angvelB);;
SimdScalar impulse1 = -(tau1 * axisB.dot(jointAxis0) / timeStep + damping * rel_vel1) * jacDiagABInv1;
SimdVector3 angular_impulse1 = jointAxis1 * impulse1;
btScalar impulse1 = -(tau1 * axisB.dot(jointAxis0) / timeStep + damping * rel_vel1) * jacDiagABInv1;
btVector3 angular_impulse1 = jointAxis1 * impulse1;
m_rbA.applyTorqueImpulse( angular_impulse1);
m_rbB.applyTorqueImpulse(-angular_impulse1);
@@ -193,33 +193,33 @@ void HingeConstraint::SolveConstraint(SimdScalar timeStep)
#else
SimdVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA;
SimdVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB;
btVector3 pivotAInW = m_rbA.getCenterOfMassTransform()*m_pivotInA;
btVector3 pivotBInW = m_rbB.getCenterOfMassTransform()*m_pivotInB;
SimdVector3 normal(0,0,0);
SimdScalar tau = 0.3f;
SimdScalar damping = 1.f;
btVector3 normal(0,0,0);
btScalar tau = 0.3f;
btScalar damping = 1.f;
//linear part
{
for (int i=0;i<3;i++)
{
normal[i] = 1;
SimdScalar jacDiagABInv = 1.f / m_jac[i].getDiagonal();
btScalar jacDiagABInv = 1.f / m_jac[i].getDiagonal();
SimdVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
SimdVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
btVector3 rel_pos1 = pivotAInW - m_rbA.getCenterOfMassPosition();
btVector3 rel_pos2 = pivotBInW - m_rbB.getCenterOfMassPosition();
SimdVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1);
SimdVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2);
SimdVector3 vel = vel1 - vel2;
SimdScalar rel_vel;
btVector3 vel1 = m_rbA.getVelocityInLocalPoint(rel_pos1);
btVector3 vel2 = m_rbB.getVelocityInLocalPoint(rel_pos2);
btVector3 vel = vel1 - vel2;
btScalar rel_vel;
rel_vel = normal.dot(vel);
//positional error (zeroth order error)
SimdScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
SimdScalar impulse = depth*tau/timeStep * jacDiagABInv - damping * rel_vel * jacDiagABInv * damping;
btScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
btScalar impulse = depth*tau/timeStep * jacDiagABInv - damping * rel_vel * jacDiagABInv * damping;
m_appliedImpulse += impulse;
SimdVector3 impulse_vector = normal * impulse;
btVector3 impulse_vector = normal * impulse;
m_rbA.applyImpulse(impulse_vector, pivotAInW - m_rbA.getCenterOfMassPosition());
m_rbB.applyImpulse(-impulse_vector, pivotBInW - m_rbB.getCenterOfMassPosition());
@@ -230,21 +230,21 @@ void HingeConstraint::SolveConstraint(SimdScalar timeStep)
///solve angular part
// get axes in world space
SimdVector3 axisA = GetRigidBodyA().getCenterOfMassTransform().getBasis() * m_axisInA;
SimdVector3 axisB = GetRigidBodyB().getCenterOfMassTransform().getBasis() * m_axisInB;
btVector3 axisA = GetRigidBodyA().getCenterOfMassTransform().getBasis() * m_axisInA;
btVector3 axisB = GetRigidBodyB().getCenterOfMassTransform().getBasis() * m_axisInB;
const SimdVector3& angVelA = GetRigidBodyA().getAngularVelocity();
const SimdVector3& angVelB = GetRigidBodyB().getAngularVelocity();
SimdVector3 angA = angVelA - axisA * axisA.dot(angVelA);
SimdVector3 angB = angVelB - axisB * axisB.dot(angVelB);
SimdVector3 velrel = angA-angB;
const btVector3& angVelA = GetRigidBodyA().getAngularVelocity();
const btVector3& angVelB = GetRigidBodyB().getAngularVelocity();
btVector3 angA = angVelA - axisA * axisA.dot(angVelA);
btVector3 angB = angVelB - axisB * axisB.dot(angVelB);
btVector3 velrel = angA-angB;
//solve angular velocity correction
float relaxation = 1.f;
float len = velrel.length();
if (len > 0.00001f)
{
SimdVector3 normal = velrel.normalized();
btVector3 normal = velrel.normalized();
float denom = GetRigidBodyA().ComputeAngularImpulseDenominator(normal) +
GetRigidBodyB().ComputeAngularImpulseDenominator(normal);
// scale for mass and relaxation
@@ -252,11 +252,11 @@ void HingeConstraint::SolveConstraint(SimdScalar timeStep)
}
//solve angular positional correction
SimdVector3 angularError = -axisA.cross(axisB) *(1.f/timeStep);
btVector3 angularError = -axisA.cross(axisB) *(1.f/timeStep);
float len2 = angularError.length();
if (len2>0.00001f)
{
SimdVector3 normal2 = angularError.normalized();
btVector3 normal2 = angularError.normalized();
float denom2 = GetRigidBodyA().ComputeAngularImpulseDenominator(normal2) +
GetRigidBodyB().ComputeAngularImpulseDenominator(normal2);
angularError *= (1.f/denom2) * relaxation;
@@ -269,7 +269,7 @@ void HingeConstraint::SolveConstraint(SimdScalar timeStep)
}
void HingeConstraint::UpdateRHS(SimdScalar timeStep)
void btHingeConstraint::UpdateRHS(btScalar timeStep)
{
}