forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			178 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			5.6 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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#include "btContactConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "LinearMath/btVector3.h"
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#include "btJacobianEntry.h"
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#include "btContactSolverInfo.h"
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#include "LinearMath/btMinMax.h"
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#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
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btContactConstraint::btContactConstraint(btPersistentManifold* contactManifold,btRigidBody& rbA,btRigidBody& rbB)
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:btTypedConstraint(CONTACT_CONSTRAINT_TYPE,rbA,rbB),
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	m_contactManifold(*contactManifold)
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{
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}
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btContactConstraint::~btContactConstraint()
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{
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}
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void	btContactConstraint::setContactManifold(btPersistentManifold* contactManifold)
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{
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	m_contactManifold = *contactManifold;
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}
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void btContactConstraint::getInfo1 (btConstraintInfo1* info)
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{
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}
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void btContactConstraint::getInfo2 (btConstraintInfo2* info)
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{
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}
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void	btContactConstraint::buildJacobian()
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{
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}
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#include "btContactConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "LinearMath/btVector3.h"
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#include "btJacobianEntry.h"
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#include "btContactSolverInfo.h"
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#include "LinearMath/btMinMax.h"
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#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
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//response  between two dynamic objects without friction and no restitution, assuming 0 penetration depth
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btScalar resolveSingleCollision(
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        btRigidBody* body1,
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        btCollisionObject* colObj2,
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		const btVector3& contactPositionWorld,
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		const btVector3& contactNormalOnB,
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        const btContactSolverInfo& solverInfo,
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		btScalar distance)
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{
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	btRigidBody* body2 = btRigidBody::upcast(colObj2);
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    const btVector3& normal = contactNormalOnB;
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    btVector3 rel_pos1 = contactPositionWorld - body1->getWorldTransform().getOrigin(); 
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    btVector3 rel_pos2 = contactPositionWorld - colObj2->getWorldTransform().getOrigin();
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    btVector3 vel1 = body1->getVelocityInLocalPoint(rel_pos1);
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	btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
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    btVector3 vel = vel1 - vel2;
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    btScalar rel_vel;
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    rel_vel = normal.dot(vel);
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    btScalar combinedRestitution = 0.f;
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    btScalar restitution = combinedRestitution* -rel_vel;
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    btScalar positionalError = solverInfo.m_erp *-distance /solverInfo.m_timeStep ;
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    btScalar velocityError = -(1.0f + restitution) * rel_vel;// * damping;
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	btScalar denom0 = body1->computeImpulseDenominator(contactPositionWorld,normal);
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	btScalar denom1 = body2? body2->computeImpulseDenominator(contactPositionWorld,normal) : 0.f;
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	btScalar relaxation = 1.f;
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	btScalar jacDiagABInv = relaxation/(denom0+denom1);
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    btScalar penetrationImpulse = positionalError * jacDiagABInv;
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    btScalar velocityImpulse = velocityError * jacDiagABInv;
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    btScalar normalImpulse = penetrationImpulse+velocityImpulse;
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    normalImpulse = 0.f > normalImpulse ? 0.f: normalImpulse;
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	body1->applyImpulse(normal*(normalImpulse), rel_pos1);
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    if (body2)
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		body2->applyImpulse(-normal*(normalImpulse), rel_pos2);
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    return normalImpulse;
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}
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//bilateral constraint between two dynamic objects
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void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
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                      btRigidBody& body2, const btVector3& pos2,
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                      btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep)
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{
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	(void)timeStep;
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	(void)distance;
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	btScalar normalLenSqr = normal.length2();
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	btAssert(btFabs(normalLenSqr) < btScalar(1.1));
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	if (normalLenSqr > btScalar(1.1))
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	{
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		impulse = btScalar(0.);
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		return;
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	}
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	btVector3 rel_pos1 = pos1 - body1.getCenterOfMassPosition(); 
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	btVector3 rel_pos2 = pos2 - body2.getCenterOfMassPosition();
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	//this jacobian entry could be re-used for all iterations
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	btVector3 vel1 = body1.getVelocityInLocalPoint(rel_pos1);
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	btVector3 vel2 = body2.getVelocityInLocalPoint(rel_pos2);
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	btVector3 vel = vel1 - vel2;
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	   btJacobianEntry jac(body1.getCenterOfMassTransform().getBasis().transpose(),
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		body2.getCenterOfMassTransform().getBasis().transpose(),
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		rel_pos1,rel_pos2,normal,body1.getInvInertiaDiagLocal(),body1.getInvMass(),
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		body2.getInvInertiaDiagLocal(),body2.getInvMass());
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	btScalar jacDiagAB = jac.getDiagonal();
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	btScalar jacDiagABInv = btScalar(1.) / jacDiagAB;
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	  btScalar rel_vel = jac.getRelativeVelocity(
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		body1.getLinearVelocity(),
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		body1.getCenterOfMassTransform().getBasis().transpose() * body1.getAngularVelocity(),
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		body2.getLinearVelocity(),
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		body2.getCenterOfMassTransform().getBasis().transpose() * body2.getAngularVelocity()); 
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	rel_vel = normal.dot(vel);
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	//todo: move this into proper structure
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	btScalar contactDamping = btScalar(0.2);
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#ifdef ONLY_USE_LINEAR_MASS
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	btScalar massTerm = btScalar(1.) / (body1.getInvMass() + body2.getInvMass());
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	impulse = - contactDamping * rel_vel * massTerm;
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#else	
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	btScalar velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
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	impulse = velocityImpulse;
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#endif
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}
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