#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h" #include "Bullet3Dynamics/shared/b3ContactConstraint4.h" #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q); void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q) { if (b3Fabs(n.z) > 0.70710678f) { // choose p in y-z plane float a = n.y * n.y + n.z * n.z; float k = 1.f / sqrt(a); p[0].x = 0; p[0].y = -n.z * k; p[0].z = n.y * k; // set q = n x p q[0].x = a * k; q[0].y = -n.x * p[0].z; q[0].z = n.x * p[0].y; } else { // choose p in x-y plane float a = n.x * n.x + n.y * n.y; float k = 1.f / sqrt(a); p[0].x = -n.y * k; p[0].y = n.x * k; p[0].z = 0; // set q = n x p q[0].x = -n.z * p[0].y; q[0].y = n.z * p[0].x; q[0].z = a * k; } } void setLinearAndAngular(b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1) { *linear = b3MakeFloat4(n.x, n.y, n.z, 0.f); *angular0 = b3Cross3(r0, n); *angular1 = -b3Cross3(r1, n); } float calcRelVel(b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0, b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1) { return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1); } float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1, float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1) { // linear0,1 are normlized float jmj0 = invMass0; //b3Dot3F4(linear0, linear0)*invMass0; float jmj1 = b3Dot3F4(mtMul3(angular0, *invInertia0), angular0); float jmj2 = invMass1; //b3Dot3F4(linear1, linear1)*invMass1; float jmj3 = b3Dot3F4(mtMul3(angular1, *invInertia1), angular1); return -1.f / (jmj0 + jmj1 + jmj2 + jmj3); } void setConstraint4(b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA, b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB, __global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff, b3ContactConstraint4_t* dstC) { dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit); dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit); float dtInv = 1.f / dt; for (int ic = 0; ic < 4; ic++) { dstC->m_appliedRambdaDt[ic] = 0.f; } dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f; dstC->m_linear = src->m_worldNormalOnB; dstC->m_linear.w = 0.7f; //src->getFrictionCoeff() ); for (int ic = 0; ic < 4; ic++) { b3Float4 r0 = src->m_worldPosB[ic] - posA; b3Float4 r1 = src->m_worldPosB[ic] - posB; if (ic >= src->m_worldNormalOnB.w) //npoints { dstC->m_jacCoeffInv[ic] = 0.f; continue; } float relVelN; { b3Float4 linear, angular0, angular1; setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1); dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1, invMassA, &invInertiaA, invMassB, &invInertiaB); relVelN = calcRelVel(linear, -linear, angular0, angular1, linVelA, angVelA, linVelB, angVelB); float e = 0.f; //src->getRestituitionCoeff(); if (relVelN * relVelN < 0.004f) e = 0.f; dstC->m_b[ic] = e * relVelN; //float penetration = src->m_worldPosB[ic].w; dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift) * positionConstraintCoeff * dtInv; dstC->m_appliedRambdaDt[ic] = 0.f; } } if (src->m_worldNormalOnB.w > 0) //npoints { // prepare friction b3Float4 center = b3MakeFloat4(0.f, 0.f, 0.f, 0.f); for (int i = 0; i < src->m_worldNormalOnB.w; i++) center += src->m_worldPosB[i]; center /= (float)src->m_worldNormalOnB.w; b3Float4 tangent[2]; b3PlaneSpace1(src->m_worldNormalOnB, &tangent[0], &tangent[1]); b3Float4 r[2]; r[0] = center - posA; r[1] = center - posB; for (int i = 0; i < 2; i++) { b3Float4 linear, angular0, angular1; setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1); dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1, invMassA, &invInertiaA, invMassB, &invInertiaB); dstC->m_fAppliedRambdaDt[i] = 0.f; } dstC->m_center = center; } for (int i = 0; i < 4; i++) { if (i < src->m_worldNormalOnB.w) { dstC->m_worldPos[i] = src->m_worldPosB[i]; } else { dstC->m_worldPos[i] = b3MakeFloat4(0.f, 0.f, 0.f, 0.f); } } }