95 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			95 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*
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								Bullet Continuous Collision Detection and Physics Library
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								Copyright (c) 2003-2013 Erwin Coumans  http://bulletphysics.org
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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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								///original version written by Erwin Coumans, October 2013
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								#ifndef BT_MLCP_SOLVER_H
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								#define BT_MLCP_SOLVER_H
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								#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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								#include "LinearMath/btMatrixX.h"
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								#include "BulletDynamics/MLCPSolvers/btMLCPSolverInterface.h"
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								class btMLCPSolver : public btSequentialImpulseConstraintSolver
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								{
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								protected:
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									btMatrixXu m_A;
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									btVectorXu m_b;
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									btVectorXu m_x;
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									btVectorXu m_lo;
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									btVectorXu m_hi;
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									///when using 'split impulse' we solve two separate (M)LCPs
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									btVectorXu m_bSplit;
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									btVectorXu m_xSplit;
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									btVectorXu m_bSplit1;
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									btVectorXu m_xSplit2;
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									btAlignedObjectArray<int> m_limitDependencies;
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									btAlignedObjectArray<btSolverConstraint*>	m_allConstraintPtrArray;
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									btMLCPSolverInterface* m_solver;
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									int m_fallback;
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								    /// The following scratch variables are not stateful -- contents are cleared prior to each use.
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								    /// They are only cached here to avoid extra memory allocations and deallocations and to ensure
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								    /// that multiple instances of the solver can be run in parallel.
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								    btMatrixXu m_scratchJ3;
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								    btMatrixXu m_scratchJInvM3;
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								    btAlignedObjectArray<int> m_scratchOfs;
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								    btMatrixXu m_scratchMInv;
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								    btMatrixXu m_scratchJ;
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								    btMatrixXu m_scratchJTranspose;
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								    btMatrixXu m_scratchTmp;
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									virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
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									virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies ,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
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									virtual void createMLCP(const btContactSolverInfo& infoGlobal);
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									virtual void createMLCPFast(const btContactSolverInfo& infoGlobal);
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									//return true is it solves the problem successfully
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									virtual bool solveMLCP(const btContactSolverInfo& infoGlobal);
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								public:
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									btMLCPSolver(	 btMLCPSolverInterface* solver);
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									virtual ~btMLCPSolver();
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									void setMLCPSolver(btMLCPSolverInterface* solver)
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									{
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										m_solver = solver;
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									}
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									int getNumFallbacks() const
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									{
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										return m_fallback;
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									}
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									void setNumFallbacks(int num)
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									{
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										m_fallback = num;
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									}
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									virtual btConstraintSolverType	getSolverType() const
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									{
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										return BT_MLCP_SOLVER;
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									}
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								};
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								#endif //BT_MLCP_SOLVER_H
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