95 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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