Exemple #1
0
		public DynamicsWorld(IDispatcher dispatcher,IBroadphaseInterface broadphase,ICollisionConfiguration collisionConfiguration)
		:base(dispatcher,broadphase,collisionConfiguration)
		{
            m_internalTickCallback = null;
            m_worldUserInfo = null;
            m_solverInfo = new ContactSolverInfo();
		}
		public InplaceSolverIslandCallback(
			ContactSolverInfo solverInfo,
			IConstraintSolver solver,
			ObjectArray<TypedConstraint> sortedConstraints,
			int numConstraints,
			IDebugDraw debugDrawer,
			IDispatcher dispatcher)
		{
			m_solverInfo = solverInfo;
			m_solver = solver;
			m_sortedConstraints = sortedConstraints;
			m_numConstraints = numConstraints;
			m_debugDrawer = debugDrawer;
			m_dispatcher = dispatcher;
			m_bodies = new ObjectArray<CollisionObject>();
			m_manifolds = new ObjectArray<PersistentManifold>();
			m_constraints = new ObjectArray<TypedConstraint>();
		}
	    ///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead
	    public override int	StepSimulation(float timeStep,int maxSubSteps, float fixedTimeStep)
        {
            ///apply gravity, predict motion
            PredictUnconstraintMotion(timeStep);

            DispatcherInfo dispatchInfo = GetDispatchInfo();
            dispatchInfo.SetTimeStep(timeStep);
            dispatchInfo.SetStepCount(0);
            dispatchInfo.SetDebugDraw(GetDebugDrawer());

            ///perform collision detection
            PerformDiscreteCollisionDetection();

            ///solve contact constraints
            int numManifolds = m_dispatcher1.GetNumManifolds();
            if (numManifolds != 0)
            {
                ObjectArray<PersistentManifold> manifoldPtr = ((CollisionDispatcher)m_dispatcher1).GetInternalManifoldPointer();

                ContactSolverInfo infoGlobal = new ContactSolverInfo();
                infoGlobal.m_timeStep = timeStep;
                m_constraintSolver.PrepareSolve(0, numManifolds);
                m_constraintSolver.SolveGroup(null, 0, manifoldPtr, numManifolds, null, 0, infoGlobal, m_debugDrawer, m_dispatcher1);
                m_constraintSolver.AllSolved(infoGlobal, m_debugDrawer);
            }

            ///integrate transforms
            IntegrateTransforms(timeStep);

            UpdateAabbs();

            SynchronizeMotionStates();

            ClearForces();

            return 1;

        }
		protected virtual void SolveConstraints(ContactSolverInfo solverInfo)
		{
			//sorted version of all btTypedConstraint, based on islandId
			ObjectArray<TypedConstraint> sortedConstraints = new ObjectArray<TypedConstraint>(GetNumConstraints());

			if (BulletGlobals.g_streamWriter != null && debugDiscreteDynamicsWorld)
			{
				BulletGlobals.g_streamWriter.WriteLine("solveConstraints");
			}


			for (int i = 0; i < GetNumConstraints(); i++)
			{
				sortedConstraints.Add(m_constraints[i]);
			}

			//	btAssert(0);

			//sortedConstraints.quickSort(btSortConstraintOnIslandPredicate());
			sortedConstraints.Sort(new SortConstraintOnIslandPredicate());

			ObjectArray<TypedConstraint> constraintsPtr = GetNumConstraints() > 0 ? sortedConstraints : null;

			InplaceSolverIslandCallback solverCallback = new InplaceSolverIslandCallback(solverInfo, m_constraintSolver, constraintsPtr, sortedConstraints.Count, m_debugDrawer, m_dispatcher1);

			if (BulletGlobals.g_streamWriter != null && debugDiscreteDynamicsWorld)
			{
				BulletGlobals.g_streamWriter.WriteLine("prepareSolve");
			}

			m_constraintSolver.PrepareSolve(GetCollisionWorld().GetNumCollisionObjects(), GetCollisionWorld().GetDispatcher().GetNumManifolds());

			if (BulletGlobals.g_streamWriter != null && debugDiscreteDynamicsWorld)
			{
				BulletGlobals.g_streamWriter.WriteLine("buildAndProcessIsland");
			}

			/// solve all the constraints for this island
			m_islandManager.BuildAndProcessIslands(GetCollisionWorld().GetDispatcher(), GetCollisionWorld(), solverCallback);

			solverCallback.ProcessConstraints();

			m_constraintSolver.AllSolved(solverInfo, m_debugDrawer);
		}
		protected float SolveSingleIteration(int iteration, ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifold, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer)
		{
			int numConstraintPool = m_tmpSolverContactConstraintPool.Count;
			int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.Count;

			//should traverse the contacts random order...
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_RANDMIZE_ORDER))
			{
				if ((iteration & 7) == 0)
				{
					for (int j = 0; j < numConstraintPool; ++j)
					{
						int tmp = m_orderTmpConstraintPool[j];
						int swapi = RandInt2(j + 1);
						m_orderTmpConstraintPool[j] = m_orderTmpConstraintPool[swapi];
						m_orderTmpConstraintPool[swapi] = tmp;
					}

					for (int j = 0; j < numFrictionPool; ++j)
					{
						int tmp = m_orderFrictionConstraintPool[j];
						int swapi = RandInt2(j + 1);
						m_orderFrictionConstraintPool[j] = m_orderFrictionConstraintPool[swapi];
						m_orderFrictionConstraintPool[swapi] = tmp;
					}
				}
			}

			SolverConstraint[] rawTmpSolverNonContactConstraintPool = m_tmpSolverNonContactConstraintPool.GetRawArray();
			///solve all joint constraints
			///
			int poolSize = m_tmpSolverNonContactConstraintPool.Count;
			for (int j = 0; j < poolSize; j++)
			{
				SolverConstraint constraint = rawTmpSolverNonContactConstraintPool[j];
				ResolveSingleConstraintRowGeneric(constraint.m_solverBodyA, constraint.m_solverBodyB, ref constraint);
				rawTmpSolverNonContactConstraintPool[j] = constraint;
			}

			///solve all contact constraints
			///
			SolverConstraint[] rawTmpSolverContactConstraintPool = m_tmpSolverContactConstraintPool.GetRawArray();
			int[] rawOrderTmpConstraintPool = m_orderTmpConstraintPool.GetRawArray();
			int numPoolConstraints = m_tmpSolverContactConstraintPool.Count;
			for (int j = 0; j < numPoolConstraints; j++)
			{
				SolverConstraint solveManifold = rawTmpSolverContactConstraintPool[rawOrderTmpConstraintPool[j]];
				ResolveSingleConstraintRowLowerLimit(solveManifold.m_solverBodyA, solveManifold.m_solverBodyB, ref solveManifold);
				rawTmpSolverContactConstraintPool[rawOrderTmpConstraintPool[j]] = solveManifold;
			}
			///solve all friction constraints
			int numFrictionPoolConstraints = m_tmpSolverContactFrictionConstraintPool.Count;
			SolverConstraint[] rawTmpSolverContactFrictionConstraintPool = m_tmpSolverContactFrictionConstraintPool.GetRawArray();
			int[] rawOrderFrictionConstraintPool = m_orderFrictionConstraintPool.GetRawArray();
			for (int j = 0; j < numFrictionPoolConstraints; j++)
			{
				SolverConstraint solveManifold = rawTmpSolverContactFrictionConstraintPool[rawOrderFrictionConstraintPool[j]];
				float totalImpulse = rawTmpSolverContactConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse;

				if (totalImpulse > 0f)
				{
					solveManifold.m_lowerLimit = -(solveManifold.m_friction * totalImpulse);
					solveManifold.m_upperLimit = solveManifold.m_friction * totalImpulse;

					ResolveSingleConstraintRowGeneric(solveManifold.m_solverBodyA, solveManifold.m_solverBodyB, ref solveManifold);
				}
				rawTmpSolverContactFrictionConstraintPool[rawOrderFrictionConstraintPool[j]] = solveManifold;
			}
			return 0f;
		}
		//protected virtual float solveGroupCacheFriendlyIterations()
		protected float SolveGroupCacheFriendlyIterations(ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifoldPtr, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer, IDispatcher dispatcher)
		{
			//BT_PROFILE("solveGroupCacheFriendlyIterations");

			//should traverse the contacts random order...
			{
				for (int iteration = 0; iteration < infoGlobal.m_numIterations; iteration++)
				{
					SolveSingleIteration(iteration, bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
				}

				SolveGroupCacheFriendlySplitImpulseIterations(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);
			}
			return 0.0f;
		}
		//protected float solveSingleIteration(int iteration, ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifold, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer, IDispatcher dispatcher)
		//protected float solveSingleIteration(int iteration, ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifold, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer)
		//{
		//    return 0f;
		//}

		protected virtual float SolveGroupCacheFriendlySetup(ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifold, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer, IDispatcher dispatcher)
		{
			//BT_PROFILE("solveGroupCacheFriendlySetup");
			m_counter++;

			if ((numConstraints + numManifolds) == 0)
			{
				//		printf("empty\n");
				return 0f;
			}

			//if (true)
			//{
			//    for (int j=0;j<numConstraints;j++)
			//    {
			//        TypedConstraint constraint = constraints[j];
			//        constraint.buildJacobian();
			//    }
			//}


			//btRigidBody* rb0=0,*rb1=0;

			//if (1)
			{
				{

					int totalNumRows = 0;
					//calculate the total number of contraint rows
					m_tmpConstraintSizesPool.Clear();
					for (int i = 0; i < numConstraints; i++)
					{
						ConstraintInfo1 info1 = new ConstraintInfo1();
						m_tmpConstraintSizesPool.Add(info1);
						constraints[i].GetInfo1(info1);
						totalNumRows += info1.m_numConstraintRows;
					}

					ResizeSolverConstraintList(m_tmpSolverNonContactConstraintPool, totalNumRows);

					///setup the btSolverConstraints
					int currentRow = 0;

					for (int i = 0; i < numConstraints; i++)
					{
						ConstraintInfo1 info1a = m_tmpConstraintSizesPool[i];

						if (info1a.m_numConstraintRows != 0)
						{
							Debug.Assert(currentRow < totalNumRows);

							//SolverConstraint currentConstraintRow = m_tmpSolverNonContactConstraintPool[currentRow];
							TypedConstraint constraint = constraints[i];

							RigidBody rbA = constraint.GetRigidBodyA();
							RigidBody rbB = constraint.GetRigidBodyB();


							for (int j = currentRow; j < (currentRow + info1a.m_numConstraintRows); j++)
							{
								SolverConstraint solverConstraint = new SolverConstraint();
								solverConstraint.m_lowerLimit = float.MinValue;
								solverConstraint.m_upperLimit = float.MaxValue;
								solverConstraint.m_appliedImpulse = 0f;
								solverConstraint.m_appliedPushImpulse = 0f;
								solverConstraint.m_solverBodyA = rbA;
								solverConstraint.m_solverBodyB = rbB;
								m_tmpSolverNonContactConstraintPool[j] = solverConstraint;
							}

							Vector3 zero = Vector3.Zero;
							rbA.InternalSetDeltaLinearVelocity(ref zero);
							rbA.InternalSetDeltaAngularVelocity(ref zero);
							rbB.InternalSetDeltaLinearVelocity(ref zero);
							rbB.InternalSetDeltaAngularVelocity(ref zero);

							ConstraintInfo2 info2 = new ConstraintInfo2();
							info2.m_solverConstraints = new SolverConstraint[info1a.m_numConstraintRows];
							// MAN - copy the data into the info block for passing to the constraints
							for (int j = 0; j < info1a.m_numConstraintRows; ++j)
							{
								info2.m_solverConstraints[j] = m_tmpSolverNonContactConstraintPool[currentRow + j];
							}

							info2.fps = 1f / infoGlobal.m_timeStep;
							info2.erp = infoGlobal.m_erp;
							info2.m_numIterations = infoGlobal.m_numIterations;
							constraints[i].GetInfo2(info2);

							///finalize the constraint setup
							///

							for (int j = 0; j < info1a.m_numConstraintRows; ++j)
							{
								m_tmpSolverNonContactConstraintPool[currentRow + j] = info2.m_solverConstraints[j];
							}

							//FIXME - log the output of the solverconstraints for comparison.

							for (int j = 0; j < (info1a.m_numConstraintRows); j++)
							{
								SolverConstraint solverConstraint = m_tmpSolverNonContactConstraintPool[currentRow + j];
								solverConstraint.m_originalContactPoint = constraint;

								{
									Vector3 ftorqueAxis1 = solverConstraint.m_relpos1CrossNormal;
									solverConstraint.m_angularComponentA = Vector3.TransformNormal(ftorqueAxis1, constraint.GetRigidBodyA().GetInvInertiaTensorWorld()) * constraint.GetRigidBodyA().GetAngularFactor();
								}
								{
									Vector3 ftorqueAxis2 = solverConstraint.m_relpos2CrossNormal;
									solverConstraint.m_angularComponentB = Vector3.TransformNormal(ftorqueAxis2, constraint.GetRigidBodyB().GetInvInertiaTensorWorld()) * constraint.GetRigidBodyB().GetAngularFactor();
								}

								{
									Vector3 iMJlA = solverConstraint.m_contactNormal * rbA.GetInvMass();
									Vector3 iMJaA = Vector3.TransformNormal(solverConstraint.m_relpos1CrossNormal, rbA.GetInvInertiaTensorWorld());
									Vector3 iMJlB = solverConstraint.m_contactNormal * rbB.GetInvMass();//sign of normal?
									Vector3 iMJaB = Vector3.TransformNormal(solverConstraint.m_relpos2CrossNormal, rbB.GetInvInertiaTensorWorld());

									float sum = Vector3.Dot(iMJlA, solverConstraint.m_contactNormal);
									float a = Vector3.Dot(iMJaA, solverConstraint.m_relpos1CrossNormal);
									float b = Vector3.Dot(iMJlB, solverConstraint.m_contactNormal);
									float c = Vector3.Dot(iMJaB, solverConstraint.m_relpos2CrossNormal);
									sum += a;
									sum += b;
									sum += c;

									solverConstraint.m_jacDiagABInv = 1f / sum;

									MathUtil.SanityCheckFloat(solverConstraint.m_jacDiagABInv);
								}


								///fix rhs
								///todo: add force/torque accelerators
								{
									float rel_vel;
									float vel1Dotn = Vector3.Dot(solverConstraint.m_contactNormal, rbA.GetLinearVelocity()) + Vector3.Dot(solverConstraint.m_relpos1CrossNormal, rbA.GetAngularVelocity());
									float vel2Dotn = -Vector3.Dot(solverConstraint.m_contactNormal, rbB.GetLinearVelocity()) + Vector3.Dot(solverConstraint.m_relpos2CrossNormal, rbB.GetAngularVelocity());

									rel_vel = vel1Dotn + vel2Dotn;

									float restitution = 0f;
									float positionalError = solverConstraint.m_rhs;//already filled in by getConstraintInfo2
									float velocityError = restitution - rel_vel;// * damping;
									float penetrationImpulse = positionalError * solverConstraint.m_jacDiagABInv;
									float velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;
									solverConstraint.m_rhs = penetrationImpulse + velocityImpulse;
									solverConstraint.m_appliedImpulse = 0f;

								}
								if (BulletGlobals.g_streamWriter != null && debugSolver)
								{
									TypedConstraint.PrintSolverConstraint(BulletGlobals.g_streamWriter, solverConstraint, j);
								}

								m_tmpSolverNonContactConstraintPool[currentRow + j] = solverConstraint;
							}



						}
						currentRow += m_tmpConstraintSizesPool[i].m_numConstraintRows;
					}
				}

				{
					PersistentManifold manifold2 = null;
					CollisionObject colObj0 = null, colObj1 = null;

					for (int i = 0; i < numManifolds; i++)
					{
						manifold2 = manifold[i];
						ConvertContact(manifold2, infoGlobal);
					}
				}
			}

			ContactSolverInfo info = infoGlobal;

			int numConstraintPool = m_tmpSolverContactConstraintPool.Count;
			int numFrictionPool = m_tmpSolverContactFrictionConstraintPool.Count;

			///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
			//m_orderTmpConstraintPool.Capacity = numConstraintPool;
			//m_orderFrictionConstraintPool.Capacity = numFrictionPool;
			m_orderTmpConstraintPool.Clear();
			m_orderFrictionConstraintPool.Clear();
			{
				for (int i = 0; i < numConstraintPool; i++)
				{
					m_orderTmpConstraintPool.Add(i);
				}
				for (int i = 0; i < numFrictionPool; i++)
				{
					m_orderFrictionConstraintPool.Add(i);
				}
			}

			return 0f;


		}
		protected virtual float SolveGroupCacheFriendlyFinish(ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifold, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer)
		{
			int numPoolConstraints = m_tmpSolverContactConstraintPool.Count;

			for (int j = 0; j < numPoolConstraints; j++)
			{

				SolverConstraint solveManifold = m_tmpSolverContactConstraintPool[j];
				ManifoldPoint pt = solveManifold.m_originalContactPoint as ManifoldPoint;
				pt.SetAppliedImpulse(solveManifold.m_appliedImpulse);
				if ((infoGlobal.m_solverMode & SolverMode.SOLVER_USE_FRICTION_WARMSTARTING) != 0)
				{
					pt.SetAppliedImpulseLateral1(m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse);
					pt.SetAppliedImpulseLateral2(m_tmpSolverContactFrictionConstraintPool[solveManifold.m_frictionIndex + 1].m_appliedImpulse);
				}


				//do a callback here?
			}

			numPoolConstraints = m_tmpSolverNonContactConstraintPool.Count;
			for (int j = 0; j < numPoolConstraints; j++)
			{
				SolverConstraint solverConstr = m_tmpSolverNonContactConstraintPool[j];
				TypedConstraint constr = solverConstr.m_originalContactPoint as TypedConstraint;
				float sum = constr.InternalGetAppliedImpulse();
				sum += solverConstr.m_appliedImpulse;
				constr.InternalSetAppliedImpulse(sum);
				m_tmpSolverNonContactConstraintPool[j] = solverConstr;

			}

			if (infoGlobal.m_splitImpulse)
			{
				for (int i = 0; i < numBodies; i++)
				{
					RigidBody rb = RigidBody.Upcast(bodies[i]);
					if (rb != null)
					{
						rb.InternalWritebackVelocity(infoGlobal.m_timeStep);
					}
				}
			}
			else
			{
				for (int i = 0; i < numBodies; i++)
				{
					RigidBody rb = RigidBody.Upcast(bodies[i]);
					if (rb != null)
					{
						rb.InternalWritebackVelocity();
					}
				}
			}
			m_tmpSolverContactConstraintPool.Clear();
			m_tmpSolverNonContactConstraintPool.Clear();
			m_tmpSolverContactFrictionConstraintPool.Clear();
			return 0f;
		}
		protected virtual void SolveGroupCacheFriendlySplitImpulseIterations(ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifold, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer)
		{
			if (infoGlobal.m_splitImpulse)
			{
				for (int iteration = 0; iteration < infoGlobal.m_numIterations; iteration++)
				{
					{
						int numPoolConstraints = m_tmpSolverContactConstraintPool.Count;
						for (int j = 0; j < numPoolConstraints; j++)
						{
							SolverConstraint solveManifold = m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]];
							ResolveSplitPenetrationImpulseCacheFriendly(solveManifold.m_solverBodyA, solveManifold.m_solverBodyB, ref solveManifold);
							m_tmpSolverContactConstraintPool[m_orderTmpConstraintPool[j]] = solveManifold;
						}
					}
				}
			}
		}
		public virtual void AllSolved(ContactSolverInfo info, IDebugDraw debugDrawer)
		{
		}
		public virtual float SolveGroup(ObjectArray<CollisionObject> bodies, int numBodies, ObjectArray<PersistentManifold> manifoldPtr, int numManifolds, ObjectArray<TypedConstraint> constraints, int numConstraints, ContactSolverInfo infoGlobal, IDebugDraw debugDrawer, IDispatcher dispatcher)
		{
			//BT_PROFILE("solveGroup");
			//you need to provide at least some bodies
			Debug.Assert(bodies.Count > 0);

			SolveGroupCacheFriendlySetup(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer, dispatcher);

			SolveGroupCacheFriendlyIterations(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer, dispatcher);

			SolveGroupCacheFriendlyFinish(bodies, numBodies, manifoldPtr, numManifolds, constraints, numConstraints, infoGlobal, debugDrawer);


			return 0.0f;

		}
		protected void ConvertContact(PersistentManifold manifold, ContactSolverInfo infoGlobal)
		{
			CollisionObject colObj0 = null, colObj1 = null;


			colObj0 = manifold.GetBody0() as CollisionObject;
			colObj1 = manifold.GetBody1() as CollisionObject;

			RigidBody solverBodyA = RigidBody.Upcast(colObj0);
			RigidBody solverBodyB = RigidBody.Upcast(colObj1);

			///avoid collision response between two static objects
			if ((solverBodyA == null || solverBodyA.GetInvMass() <= 0f) && (solverBodyB == null || solverBodyB.GetInvMass() <= 0f))
			{
				return;
			}

			for (int j = 0; j < manifold.GetNumContacts(); j++)
			{
				ManifoldPoint cp = manifold.GetContactPoint(j);

				if (cp.GetDistance() <= manifold.GetContactProcessingThreshold())
				{
					//                    Vector3 pos1 = cp.getPositionWorldOnA();
					//                    Vector3 pos2 = cp.getPositionWorldOnB();

					Vector3 rel_pos1 = Vector3.Zero;
					Vector3 rel_pos2 = Vector3.Zero;
					//;

					float relaxation = 1f;
					float rel_vel = 0f;
					Vector3 vel = Vector3.Zero;

					int frictionIndex = m_tmpSolverContactConstraintPool.Count;

					SolverConstraint solverConstraint = new SolverConstraint();
					//m_tmpSolverContactConstraintPool.Add(solverConstraint);

					RigidBody rb0 = RigidBody.Upcast(colObj0);
					RigidBody rb1 = RigidBody.Upcast(colObj1);
					if (BulletGlobals.g_streamWriter != null && rb0 != null && debugSolver)
					{
						MathUtil.PrintContactPoint(BulletGlobals.g_streamWriter, cp);
					}
					solverConstraint.m_solverBodyA = rb0 != null ? rb0 : GetFixedBody();
					solverConstraint.m_solverBodyB = rb1 != null ? rb1 : GetFixedBody();

					solverConstraint.m_originalContactPoint = cp;

					SetupContactConstraint(ref solverConstraint, colObj0, colObj1, cp, infoGlobal, ref vel, ref rel_vel, ref relaxation, ref rel_pos1, ref rel_pos2);

					if (BulletGlobals.g_streamWriter != null && debugSolver)
					{
						TypedConstraint.PrintSolverConstraint(BulletGlobals.g_streamWriter, solverConstraint, 99);
					}

					/////setup the friction constraints

					solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.Count;

					if (!(TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING)) || !cp.GetLateralFrictionInitialized())
					{
						cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
						float lat_rel_vel = cp.m_lateralFrictionDir1.LengthSquared();
						if (!TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > MathUtil.SIMD_EPSILON)
						{
							cp.m_lateralFrictionDir1 /= (float)System.Math.Sqrt(lat_rel_vel);

							if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
							{
								cp.m_lateralFrictionDir2 = Vector3.Cross(cp.m_lateralFrictionDir1, cp.m_normalWorldOnB);
								cp.m_lateralFrictionDir2.Normalize();//??
								ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir2);
								ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir2);
								AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f);
							}
							ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir1);
							ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir1);
							AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f);

							cp.m_lateralFrictionInitialized = true;
						}
						else
						{
							//re-calculate friction direction every frame, todo: check if this is really needed
							TransformUtil.PlaneSpace1(ref cp.m_normalWorldOnB, ref cp.m_lateralFrictionDir1, ref cp.m_lateralFrictionDir2);
							if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
							{
								ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir2);
								ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir2);
								AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f);
							}
							ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir1);
							ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir1);
							AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f);

							cp.m_lateralFrictionInitialized = true;
						}

					}
					else
					{
						AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, cp.m_contactMotion1, cp.m_contactCFM1);

						if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
						{
							AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2);
						}
					}
					SetFrictionConstraintImpulse(ref solverConstraint, rb0, rb1, cp, infoGlobal);
					m_tmpSolverContactConstraintPool.Add(solverConstraint);
				}
			}
		}
		protected void SetFrictionConstraintImpulse(ref SolverConstraint solverConstraint, RigidBody rb0, RigidBody rb1,
										 ManifoldPoint cp, ContactSolverInfo infoGlobal)
		{
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_FRICTION_WARMSTARTING))
			{
				{
					SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
							rb0.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb0.GetInvMass(), frictionConstraint1.m_angularComponentA, frictionConstraint1.m_appliedImpulse);
						}
						if (rb1 != null)
						{
							rb1.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb1.GetInvMass(), -frictionConstraint1.m_angularComponentB, -frictionConstraint1.m_appliedImpulse);
						}
					}
					else
					{
						frictionConstraint1.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

				}

				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
							rb0.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb0.GetInvMass(), frictionConstraint2.m_angularComponentA, frictionConstraint2.m_appliedImpulse);
						}
						if (rb1 != null)
						{
							rb1.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb1.GetInvMass(), -frictionConstraint2.m_angularComponentB, -frictionConstraint2.m_appliedImpulse);
						}
					}
					else
					{
						frictionConstraint2.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
			}
			else
			{
				SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
				frictionConstraint1.m_appliedImpulse = 0f;
				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					frictionConstraint2.m_appliedImpulse = 0f;
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
				m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

			}
		}
		protected void SetupContactConstraint(ref SolverConstraint solverConstraint, CollisionObject colObj0, CollisionObject colObj1, ManifoldPoint cp,
								ContactSolverInfo infoGlobal, ref Vector3 vel, ref float rel_vel, ref float relaxation,
								ref Vector3 rel_pos1, ref Vector3 rel_pos2)
		{
			RigidBody rb0 = RigidBody.Upcast(colObj0);
			RigidBody rb1 = RigidBody.Upcast(colObj1);

			Vector3 pos1 = cp.GetPositionWorldOnA();
			Vector3 pos2 = cp.GetPositionWorldOnB();

			rel_pos1 = pos1 - colObj0.GetWorldTransform().Translation;
			rel_pos2 = pos2 - colObj1.GetWorldTransform().Translation;

			relaxation = 1f;

			Vector3 torqueAxis0 = Vector3.Cross(rel_pos1, cp.m_normalWorldOnB);
			solverConstraint.m_angularComponentA = rb0 != null ? Vector3.TransformNormal(torqueAxis0, rb0.GetInvInertiaTensorWorld()) * rb0.GetAngularFactor() : Vector3.Zero;
			Vector3 torqueAxis1 = Vector3.Cross(rel_pos2, cp.GetNormalWorldOnB());
			solverConstraint.m_angularComponentB = rb1 != null ? Vector3.TransformNormal(-torqueAxis1, rb1.GetInvInertiaTensorWorld()) * rb1.GetAngularFactor() : Vector3.Zero;

			{
#if COMPUTE_IMPULSE_DENOM
		        float denom0 = rb0.computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
		        float denom1 = rb1.computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
#else
				Vector3 vec;
				float denom0 = 0f;
				float denom1 = 0f;
				if (rb0 != null)
				{
					vec = Vector3.Cross((solverConstraint.m_angularComponentA), rel_pos1);
					denom0 = rb0.GetInvMass() + Vector3.Dot(cp.GetNormalWorldOnB(), vec);
				}
				if (rb1 != null)
				{
					vec = Vector3.Cross((-solverConstraint.m_angularComponentB), rel_pos2);
					denom1 = rb1.GetInvMass() + Vector3.Dot(cp.GetNormalWorldOnB(), vec);
				}
#endif //COMPUTE_IMPULSE_DENOM

				float denom = relaxation / (denom0 + denom1);
				MathUtil.SanityCheckFloat(denom);
				solverConstraint.m_jacDiagABInv = denom;
			}

			solverConstraint.m_contactNormal = cp.m_normalWorldOnB;
			solverConstraint.m_relpos1CrossNormal = Vector3.Cross(rel_pos1, cp.m_normalWorldOnB);
			solverConstraint.m_relpos2CrossNormal = Vector3.Cross(rel_pos2, -cp.m_normalWorldOnB);



			Vector3 vel1 = rb0 != null ? rb0.GetVelocityInLocalPoint(ref rel_pos1) : Vector3.Zero;
			Vector3 vel2 = rb1 != null ? rb1.GetVelocityInLocalPoint(ref rel_pos2) : Vector3.Zero;

			vel = vel1 - vel2;

			rel_vel = Vector3.Dot(cp.GetNormalWorldOnB(), vel);

			float penetration = cp.GetDistance() + infoGlobal.m_linearSlop;


			solverConstraint.m_friction = cp.GetCombinedFriction();

			float restitution = 0f;

			if (cp.GetLifeTime() > infoGlobal.m_restingContactRestitutionThreshold)
			{
				restitution = 0f;
			}
			else
			{
				restitution = RestitutionCurve(rel_vel, cp.GetCombinedResitution());
				if (restitution <= 0f)
				{
					restitution = 0f;
				}
			}

			///warm starting (or zero if disabled)
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
			{
				solverConstraint.m_appliedImpulse = cp.GetAppliedImpulse() * infoGlobal.m_warmstartingFactor;
				if (rb0 != null)
				{
					Vector3 contactNormalTemp = solverConstraint.m_contactNormal;
					Vector3.Multiply(ref contactNormalTemp, rb0.GetInvMass(), out contactNormalTemp);
					rb0.InternalApplyImpulse(ref contactNormalTemp, ref solverConstraint.m_angularComponentA, solverConstraint.m_appliedImpulse);
				}
				if (rb1 != null)
				{
					Vector3 contactNormalTemp = solverConstraint.m_contactNormal;
					Vector3.Multiply(ref contactNormalTemp, rb1.GetInvMass(), out contactNormalTemp);
					Vector3 negAngular = -solverConstraint.m_angularComponentB;
					rb1.InternalApplyImpulse(ref contactNormalTemp, ref negAngular, -solverConstraint.m_appliedImpulse);
				}
			}
			else
			{
				solverConstraint.m_appliedImpulse = 0f;
			}
			solverConstraint.m_appliedPushImpulse = 0f;
			{
				float rel_vel2 = 0f;
				float vel1Dotn = Vector3.Dot(solverConstraint.m_contactNormal, (rb0 != null ? rb0.GetLinearVelocity() : Vector3.Zero))
					+ Vector3.Dot(solverConstraint.m_relpos1CrossNormal, (rb0 != null ? rb0.GetAngularVelocity() : Vector3.Zero));
				float vel2Dotn = -Vector3.Dot(solverConstraint.m_contactNormal, (rb1 != null ? rb1.GetLinearVelocity() : Vector3.Zero))
					+ Vector3.Dot(solverConstraint.m_relpos2CrossNormal, (rb1 != null ? rb1.GetAngularVelocity() : Vector3.Zero));

				rel_vel2 = vel1Dotn + vel2Dotn;

				float positionalError = 0f;
				positionalError = -penetration * infoGlobal.m_erp / infoGlobal.m_timeStep;
				float velocityError = restitution - rel_vel2;// * damping;
				float penetrationImpulse = positionalError * solverConstraint.m_jacDiagABInv;
				float velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;
				if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold))
				{
					//combine position and velocity into rhs
					solverConstraint.m_rhs = penetrationImpulse + velocityImpulse;
					solverConstraint.m_rhsPenetration = 0f;
				}
				else
				{
					//split position and velocity into rhs and m_rhsPenetration
					solverConstraint.m_rhs = velocityImpulse;
					solverConstraint.m_rhsPenetration = penetrationImpulse;
				}
				solverConstraint.m_cfm = 0f;
				solverConstraint.m_lowerLimit = 0;
				solverConstraint.m_upperLimit = 1e10f;
			}
		}