181 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			181 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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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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#ifndef BT_MANIFOLD_CONTACT_POINT_H
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#define BT_MANIFOLD_CONTACT_POINT_H
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btTransformUtil.h"
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#ifdef PFX_USE_FREE_VECTORMATH
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	#include "physics_effects/base_level/solver/pfx_constraint_row.h"
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typedef sce::PhysicsEffects::PfxConstraintRow btConstraintRow;
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#else
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	// Don't change following order of parameters
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	ATTRIBUTE_ALIGNED16(struct) btConstraintRow {
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		btScalar m_normal[3];
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		btScalar m_rhs;
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		btScalar m_jacDiagInv;
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		btScalar m_lowerLimit;
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		btScalar m_upperLimit;
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		btScalar m_accumImpulse;
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	};
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	typedef btConstraintRow PfxConstraintRow;
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#endif //PFX_USE_FREE_VECTORMATH
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enum btContactPointFlags
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{
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	BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED=1,
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	BT_CONTACT_FLAG_HAS_CONTACT_CFM=2,
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	BT_CONTACT_FLAG_HAS_CONTACT_ERP=4,
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    BT_CONTACT_FLAG_CONTACT_STIFFNESS_DAMPING = 8,
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	BT_CONTACT_FLAG_FRICTION_ANCHOR = 16,
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};
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/// ManifoldContactPoint collects and maintains persistent contactpoints.
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/// used to improve stability and performance of rigidbody dynamics response.
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class btManifoldPoint
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	{
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		public:
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			btManifoldPoint()
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				:m_userPersistentData(0),
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				m_contactPointFlags(0),
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				m_appliedImpulse(0.f),
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                m_appliedImpulseLateral1(0.f),
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				m_appliedImpulseLateral2(0.f),
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				m_contactMotion1(0.f),
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				m_contactMotion2(0.f),
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				m_contactCFM(0.f),
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				m_contactERP(0.f),
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				m_frictionCFM(0.f),
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				m_lifeTime(0)
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			{
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			}
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			btManifoldPoint( const btVector3 &pointA, const btVector3 &pointB, 
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					const btVector3 &normal, 
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					btScalar distance ) :
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					m_localPointA( pointA ), 
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					m_localPointB( pointB ), 
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					m_normalWorldOnB( normal ), 
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					m_distance1( distance ),
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					m_combinedFriction(btScalar(0.)),
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					m_combinedRollingFriction(btScalar(0.)),
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                    m_combinedSpinningFriction(btScalar(0.)),
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                    m_combinedRestitution(btScalar(0.)),
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					m_userPersistentData(0),
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					m_contactPointFlags(0),
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					m_appliedImpulse(0.f),
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                    m_appliedImpulseLateral1(0.f),
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					m_appliedImpulseLateral2(0.f),
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					m_contactMotion1(0.f),
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					m_contactMotion2(0.f),
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					m_contactCFM(0.f),
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					m_contactERP(0.f),
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					m_frictionCFM(0.f),
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					m_lifeTime(0)
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			{
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			}
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			btVector3 m_localPointA;			
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			btVector3 m_localPointB;			
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			btVector3	m_positionWorldOnB;
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			///m_positionWorldOnA is redundant information, see getPositionWorldOnA(), but for clarity
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			btVector3	m_positionWorldOnA;
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			btVector3 m_normalWorldOnB;
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			btScalar	m_distance1;
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			btScalar	m_combinedFriction;
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			btScalar	m_combinedRollingFriction;//torsional friction orthogonal to contact normal, useful to make spheres stop rolling forever
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            btScalar	m_combinedSpinningFriction;//torsional friction around contact normal, useful for grasping objects
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            btScalar	m_combinedRestitution;
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			//BP mod, store contact triangles.
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			int			m_partId0;
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			int			m_partId1;
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			int			m_index0;
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			int			m_index1;
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			mutable void*	m_userPersistentData;
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			//bool			m_lateralFrictionInitialized;
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			int				m_contactPointFlags;
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			btScalar		m_appliedImpulse;
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			btScalar		m_appliedImpulseLateral1;
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			btScalar		m_appliedImpulseLateral2;
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			btScalar		m_contactMotion1;
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			btScalar		m_contactMotion2;
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			union
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			{
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                btScalar		m_contactCFM;
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                btScalar        m_combinedContactStiffness1;
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			};
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			union
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			{
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                btScalar		m_contactERP;
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                btScalar        m_combinedContactDamping1;
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			};
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			btScalar		m_frictionCFM;
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			int				m_lifeTime;//lifetime of the contactpoint in frames
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			btVector3		m_lateralFrictionDir1;
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			btVector3		m_lateralFrictionDir2;
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			btScalar getDistance() const
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			{
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				return m_distance1;
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			}
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			int	getLifeTime() const
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			{
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				return m_lifeTime;
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			}
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			const btVector3& getPositionWorldOnA() const {
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				return m_positionWorldOnA;
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//				return m_positionWorldOnB + m_normalWorldOnB * m_distance1;
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			}
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			const btVector3& getPositionWorldOnB() const
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			{
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				return m_positionWorldOnB;
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			}
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			void	setDistance(btScalar dist)
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			{
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				m_distance1 = dist;
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			}
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			///this returns the most recent applied impulse, to satisfy contact constraints by the constraint solver
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			btScalar	getAppliedImpulse() const
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			{
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				return m_appliedImpulse;
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			}
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	};
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#endif //BT_MANIFOLD_CONTACT_POINT_H
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