Bullet Collision Detection & Physics Library
btSolverBody.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #ifndef BT_SOLVER_BODY_H
17 #define BT_SOLVER_BODY_H
18 
19 class btRigidBody;
20 #include "LinearMath/btVector3.h"
21 #include "LinearMath/btMatrix3x3.h"
22 
25 
27 #ifdef BT_USE_SSE
28 #define USE_SIMD 1
29 #endif //
30 
31 
32 #ifdef USE_SIMD
33 
34 struct btSimdScalar
35 {
37  {
38 
39  }
40 
42  :m_vec128 (_mm_set1_ps(fl))
43  {
44  }
45 
46  SIMD_FORCE_INLINE btSimdScalar(__m128 v128)
47  :m_vec128(v128)
48  {
49  }
50  union
51  {
52  __m128 m_vec128;
53  float m_floats[4];
54  int m_ints[4];
55  btScalar m_unusedPadding;
56  };
57  SIMD_FORCE_INLINE __m128 get128()
58  {
59  return m_vec128;
60  }
61 
62  SIMD_FORCE_INLINE const __m128 get128() const
63  {
64  return m_vec128;
65  }
66 
67  SIMD_FORCE_INLINE void set128(__m128 v128)
68  {
69  m_vec128 = v128;
70  }
71 
72  SIMD_FORCE_INLINE operator __m128()
73  {
74  return m_vec128;
75  }
76  SIMD_FORCE_INLINE operator const __m128() const
77  {
78  return m_vec128;
79  }
80 
81  SIMD_FORCE_INLINE operator float() const
82  {
83  return m_floats[0];
84  }
85 
86 };
87 
90 operator*(const btSimdScalar& v1, const btSimdScalar& v2)
91 {
92  return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
93 }
94 
97 operator+(const btSimdScalar& v1, const btSimdScalar& v2)
98 {
99  return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
100 }
101 
102 
103 #else
104 #define btSimdScalar btScalar
105 #endif
106 
109 {
123 
125  void setWorldTransform(const btTransform& worldTransform)
126  {
127  m_worldTransform = worldTransform;
128  }
129 
131  {
132  return m_worldTransform;
133  }
134 
135 
136 
138  {
139  if (m_originalBody)
140  velocity = m_linearVelocity + m_externalForceImpulse + (m_angularVelocity+m_externalTorqueImpulse).cross(rel_pos);
141  else
142  velocity.setValue(0,0,0);
143  }
144 
145 
147  {
148  if (m_originalBody)
149  velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
150  else
151  velocity.setValue(0,0,0);
152  }
153 
155  {
156  if (m_originalBody)
157  angVel =m_angularVelocity+m_deltaAngularVelocity;
158  else
159  angVel.setValue(0,0,0);
160  }
161 
162 
163  //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
164  SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
165  {
166  if (m_originalBody)
167  {
168  m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
169  m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
170  }
171  }
172 
173  SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
174  {
175  if (m_originalBody)
176  {
177  m_pushVelocity += linearComponent*impulseMagnitude*m_linearFactor;
178  m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
179  }
180  }
181 
182 
183 
185  {
186  return m_deltaLinearVelocity;
187  }
188 
190  {
191  return m_deltaAngularVelocity;
192  }
193 
194  const btVector3& getPushVelocity() const
195  {
196  return m_pushVelocity;
197  }
198 
199  const btVector3& getTurnVelocity() const
200  {
201  return m_turnVelocity;
202  }
203 
204 
207 
209  {
210  return m_deltaLinearVelocity;
211  }
212 
214  {
215  return m_deltaAngularVelocity;
216  }
217 
219  {
220  return m_angularFactor;
221  }
222 
224  {
225  return m_invMass;
226  }
227 
228  void internalSetInvMass(const btVector3& invMass)
229  {
230  m_invMass = invMass;
231  }
232 
234  {
235  return m_pushVelocity;
236  }
237 
239  {
240  return m_turnVelocity;
241  }
242 
244  {
245  velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
246  }
247 
249  {
250  angVel = m_angularVelocity+m_deltaAngularVelocity;
251  }
252 
253 
254  //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
255  SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
256  {
257  if (m_originalBody)
258  {
259  m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
260  m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
261  }
262  }
263 
264 
265 
266 
268  {
269  if (m_originalBody)
270  {
271  m_linearVelocity +=m_deltaLinearVelocity;
272  m_angularVelocity += m_deltaAngularVelocity;
273 
274  //m_originalBody->setCompanionId(-1);
275  }
276  }
277 
278 
279  void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
280  {
281  (void) timeStep;
282  if (m_originalBody)
283  {
284  m_linearVelocity += m_deltaLinearVelocity;
285  m_angularVelocity += m_deltaAngularVelocity;
286 
287  //correct the position/orientation based on push/turn recovery
288  btTransform newTransform;
289  if (m_pushVelocity[0]!=0.f || m_pushVelocity[1]!=0 || m_pushVelocity[2]!=0 || m_turnVelocity[0]!=0.f || m_turnVelocity[1]!=0 || m_turnVelocity[2]!=0)
290  {
291  // btQuaternion orn = m_worldTransform.getRotation();
292  btTransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
293  m_worldTransform = newTransform;
294  }
295  //m_worldTransform.setRotation(orn);
296  //m_originalBody->setCompanionId(-1);
297  }
298  }
299 
300 
301 
302 };
303 
304 #endif //BT_SOLVER_BODY_H
305 
306 
btVector3 m_linearVelocity
Definition: btSolverBody.h:119
btVector3 m_angularVelocity
Definition: btSolverBody.h:120
float4 operator*(const float4 &a, float fact)
Definition: btGpuDefines.h:120
void getAngularVelocity(btVector3 &angVel) const
Definition: btSolverBody.h:154
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:640
const btVector3 & getPushVelocity() const
Definition: btSolverBody.h:194
void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
Definition: btSolverBody.h:255
void internalGetVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
Definition: btSolverBody.h:243
btVector3 m_linearFactor
Definition: btSolverBody.h:115
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
Definition: btSolverBody.h:279
#define SIMD_FORCE_INLINE
Definition: btScalar.h:58
void getVelocityInLocalPointNoDelta(const btVector3 &rel_pos, btVector3 &velocity) const
Definition: btSolverBody.h:137
void internalGetAngularVelocity(btVector3 &angVel) const
Definition: btSolverBody.h:248
btVector3 m_externalTorqueImpulse
Definition: btSolverBody.h:122
btVector3 m_externalForceImpulse
Definition: btSolverBody.h:121
btVector3 m_pushVelocity
Definition: btSolverBody.h:117
btVector3 & internalGetTurnVelocity()
Definition: btSolverBody.h:238
#define btSimdScalar
Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later...
Definition: btSolverBody.h:104
void internalSetInvMass(const btVector3 &invMass)
Definition: btSolverBody.h:228
const btVector3 & getDeltaLinearVelocity() const
Definition: btSolverBody.h:184
int3 operator+(int3 a, int3 b)
Definition: btGpuDefines.h:111
btVector3 m_angularFactor
Definition: btSolverBody.h:114
btVector3 m_invMass
Definition: btSolverBody.h:116
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:59
void getVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
Definition: btSolverBody.h:146
btVector3 m_deltaLinearVelocity
Definition: btSolverBody.h:112
void applyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
Definition: btSolverBody.h:164
const btVector3 & internalGetInvMass() const
Definition: btSolverBody.h:223
const btVector3 & getDeltaAngularVelocity() const
Definition: btSolverBody.h:189
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:59
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
void setWorldTransform(const btTransform &worldTransform)
Definition: btSolverBody.h:125
btVector3 m_turnVelocity
Definition: btSolverBody.h:118
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
Definition: btSolverBody.h:108
btRigidBody * m_originalBody
Definition: btSolverBody.h:124
void internalApplyPushImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, btScalar impulseMagnitude)
Definition: btSolverBody.h:173
btVector3 & internalGetDeltaLinearVelocity()
some internal methods, don't use them
Definition: btSolverBody.h:208
const btVector3 & getTurnVelocity() const
Definition: btSolverBody.h:199
static float4 cross(const float4 &a, const float4 &b)
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition: btScalar.h:357
const btVector3 & internalGetAngularFactor() const
Definition: btSolverBody.h:218
btVector3 & internalGetPushVelocity()
Definition: btSolverBody.h:233
const btTransform & getWorldTransform() const
Definition: btSolverBody.h:130
btVector3 & internalGetDeltaAngularVelocity()
Definition: btSolverBody.h:213
void writebackVelocity()
Definition: btSolverBody.h:267
btVector3 m_deltaAngularVelocity
Definition: btSolverBody.h:113
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:266
btTransform m_worldTransform
Definition: btSolverBody.h:111