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:
@@ -16,23 +16,23 @@ subject to the following restrictions:
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#ifndef SOLVE_2LINEAR_CONSTRAINT_H
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#define SOLVE_2LINEAR_CONSTRAINT_H
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#include "LinearMath/SimdMatrix3x3.h"
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#include "LinearMath/SimdVector3.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btVector3.h"
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class RigidBody;
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class btRigidBody;
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/// constraint class used for lateral tyre friction.
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class Solve2LinearConstraint
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class btSolve2LinearConstraint
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{
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SimdScalar m_tau;
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SimdScalar m_damping;
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btScalar m_tau;
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btScalar m_damping;
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public:
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Solve2LinearConstraint(SimdScalar tau,SimdScalar damping)
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btSolve2LinearConstraint(btScalar tau,btScalar damping)
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{
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m_tau = tau;
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m_damping = damping;
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@@ -41,64 +41,64 @@ public:
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// solve unilateral constraint (equality, direct method)
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//
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void resolveUnilateralPairConstraint(
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RigidBody* body0,
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RigidBody* body1,
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btRigidBody* body0,
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btRigidBody* body1,
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const SimdMatrix3x3& world2A,
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const SimdMatrix3x3& world2B,
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const btMatrix3x3& world2A,
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const btMatrix3x3& world2B,
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const SimdVector3& invInertiaADiag,
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const SimdScalar invMassA,
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const SimdVector3& linvelA,const SimdVector3& angvelA,
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const SimdVector3& rel_posA1,
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const SimdVector3& invInertiaBDiag,
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const SimdScalar invMassB,
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const SimdVector3& linvelB,const SimdVector3& angvelB,
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const SimdVector3& rel_posA2,
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const btVector3& invInertiaADiag,
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const btScalar invMassA,
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const btVector3& linvelA,const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btVector3& invInertiaBDiag,
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const btScalar invMassB,
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const btVector3& linvelB,const btVector3& angvelB,
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const btVector3& rel_posA2,
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SimdScalar depthA, const SimdVector3& normalA,
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const SimdVector3& rel_posB1,const SimdVector3& rel_posB2,
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SimdScalar depthB, const SimdVector3& normalB,
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SimdScalar& imp0,SimdScalar& imp1);
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1,const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0,btScalar& imp1);
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//
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// solving 2x2 lcp problem (inequality, direct solution )
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//
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void resolveBilateralPairConstraint(
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RigidBody* body0,
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RigidBody* body1,
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const SimdMatrix3x3& world2A,
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const SimdMatrix3x3& world2B,
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btRigidBody* body0,
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btRigidBody* body1,
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const btMatrix3x3& world2A,
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const btMatrix3x3& world2B,
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const SimdVector3& invInertiaADiag,
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const SimdScalar invMassA,
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const SimdVector3& linvelA,const SimdVector3& angvelA,
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const SimdVector3& rel_posA1,
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const SimdVector3& invInertiaBDiag,
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const SimdScalar invMassB,
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const SimdVector3& linvelB,const SimdVector3& angvelB,
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const SimdVector3& rel_posA2,
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const btVector3& invInertiaADiag,
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const btScalar invMassA,
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const btVector3& linvelA,const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btVector3& invInertiaBDiag,
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const btScalar invMassB,
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const btVector3& linvelB,const btVector3& angvelB,
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const btVector3& rel_posA2,
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SimdScalar depthA, const SimdVector3& normalA,
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const SimdVector3& rel_posB1,const SimdVector3& rel_posB2,
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SimdScalar depthB, const SimdVector3& normalB,
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SimdScalar& imp0,SimdScalar& imp1);
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1,const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0,btScalar& imp1);
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void resolveAngularConstraint( const SimdMatrix3x3& invInertiaAWS,
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const SimdScalar invMassA,
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const SimdVector3& linvelA,const SimdVector3& angvelA,
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const SimdVector3& rel_posA1,
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const SimdMatrix3x3& invInertiaBWS,
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const SimdScalar invMassB,
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const SimdVector3& linvelB,const SimdVector3& angvelB,
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const SimdVector3& rel_posA2,
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void resolveAngularConstraint( const btMatrix3x3& invInertiaAWS,
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const btScalar invMassA,
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const btVector3& linvelA,const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btMatrix3x3& invInertiaBWS,
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const btScalar invMassB,
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const btVector3& linvelB,const btVector3& angvelB,
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const btVector3& rel_posA2,
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SimdScalar depthA, const SimdVector3& normalA,
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const SimdVector3& rel_posB1,const SimdVector3& rel_posB2,
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SimdScalar depthB, const SimdVector3& normalB,
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SimdScalar& imp0,SimdScalar& imp1);
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1,const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0,btScalar& imp1);
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};
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