コード例 #1
0
		internal void setupContactConstraint( btSolverConstraint solverConstraint,
											btSolverBody bodyA, btSolverBody bodyB,
											btManifoldPoint cp, btContactSolverInfo infoGlobal,
											out double relaxation,
											ref btVector3 rel_pos1, ref btVector3 rel_pos2 )
		{

			//	ref btVector3 pos1 = cp.getPositionWorldOnA();
			//	ref btVector3 pos2 = cp.getPositionWorldOnB();

			btRigidBody rb0 = bodyA.m_originalBody;
			btRigidBody rb1 = bodyB.m_originalBody;

			//			btVector3 rel_pos1 = pos1 - colObj0.getWorldTransform().getOrigin();
			//			btVector3 rel_pos2 = pos2 - colObj1.getWorldTransform().getOrigin();
			//rel_pos1 = pos1 - bodyA.getWorldTransform().getOrigin();
			//rel_pos2 = pos2 - bodyB.getWorldTransform().getOrigin();

			relaxation = 1;

			btVector3 torqueAxis0; rel_pos1.cross( ref cp.m_normalWorldOnB, out torqueAxis0 );
			btVector3 tmp;
			//solverConstraint.m_angularComponentA = rb0 != null ? rb0.m_invInertiaTensorWorld * torqueAxis0 * rb0.getAngularFactor() : btVector3.Zero;
			if( rb0 != null )
			{
				rb0.m_invInertiaTensorWorld.Apply( ref torqueAxis0, out tmp );
				tmp.Mult( ref rb0.m_angularFactor, out solverConstraint.m_angularComponentA );
			}
			else
				solverConstraint.m_angularComponentA = btVector3.Zero;

			btVector3 torqueAxis1; rel_pos2.cross( ref cp.m_normalWorldOnB, out torqueAxis1 );
			torqueAxis1.Invert( out torqueAxis1 );
			//solverConstraint.m_angularComponentB = rb1 != null ? rb1.m_invInertiaTensorWorld * -torqueAxis1 * rb1.getAngularFactor() : btVector3.Zero;
			if( rb1 != null )
			{
				rb1.m_invInertiaTensorWorld.Apply( ref torqueAxis1, out tmp );
				tmp.Mult( ref rb1.m_angularFactor, out solverConstraint.m_angularComponentB );
			}
			else
				solverConstraint.m_angularComponentB = btVector3.Zero;

			{
#if COMPUTE_IMPULSE_DENOM
					double denom0 = rb0.computeImpulseDenominator(pos1,cp.m_normalWorldOnB);
					double denom1 = rb1.computeImpulseDenominator(pos2,cp.m_normalWorldOnB);
#else
				btVector3 vec;
				double denom0 = 0;
				double denom1 = 0;
				if( rb0 != null )
				{
					( solverConstraint.m_angularComponentA ).cross( ref rel_pos1, out vec );
					denom0 = rb0.getInvMass() + cp.m_normalWorldOnB.dot( vec );
				}
				if( rb1 != null )
				{
					solverConstraint.m_angularComponentB.Invert( out tmp );
					tmp.cross( ref rel_pos2, out vec );
					denom1 = rb1.getInvMass() + cp.m_normalWorldOnB.dot( vec );
				}
#endif //COMPUTE_IMPULSE_DENOM

				double denom = relaxation / ( denom0 + denom1 );
				btScalar.Dbg( "m_jacDiagABInv 3 set to " + denom.ToString( "g17" ) );
				solverConstraint.m_jacDiagABInv = denom;
			}

			if( rb0 != null )
			{
				solverConstraint.m_contactNormal1 = cp.m_normalWorldOnB;
				solverConstraint.m_relpos1CrossNormal = torqueAxis0;
				btScalar.Dbg( "Torque Axis to relpos1 " + torqueAxis0 );
			}
			else
			{
				solverConstraint.m_contactNormal1 = btVector3.Zero;
				solverConstraint.m_relpos1CrossNormal = btVector3.Zero;
			}
			if( rb1 != null )
			{
				cp.m_normalWorldOnB.Invert( out solverConstraint.m_contactNormal2 );
				solverConstraint.m_relpos2CrossNormal = torqueAxis1;
				btScalar.Dbg( "Torque Axis to relpos2 " + torqueAxis1 );
			}
			else
			{
				solverConstraint.m_contactNormal2 = btVector3.Zero;
				solverConstraint.m_relpos2CrossNormal = btVector3.Zero;
			}

			double restitution = 0;
			double penetration = cp.getDistance() + infoGlobal.m_linearSlop;

			{
				btVector3 vel1, vel2;

				vel1 = rb0 != null ? rb0.getVelocityInLocalPoint( ref rel_pos1 ) : btVector3.Zero;
				vel2 = rb1 != null ? rb1.getVelocityInLocalPoint( ref rel_pos2 ) : btVector3.Zero;

				//			btVector3 vel2 = rb1 ? rb1.getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
				btVector3 vel; vel1.Sub( ref vel2, out vel );
				double rel_vel = cp.m_normalWorldOnB.dot( ref vel );



				solverConstraint.m_friction = cp.m_combinedFriction;


				restitution = restitutionCurve( rel_vel, cp.m_combinedRestitution );
				if( restitution <= btScalar.BT_ZERO )
				{
					restitution = 0;
				};
			}


			///warm starting (or zero if disabled)
			if( ( infoGlobal.m_solverMode & btSolverMode.SOLVER_USE_WARMSTARTING ) != 0 )
			{
				solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
				if( rb0 != null )
				{
					solverConstraint.m_contactNormal1.Mult2( ref bodyA.m_invMass, ref rb0.m_linearFactor, out tmp );
					bodyA.applyImpulse( ref tmp, ref solverConstraint.m_angularComponentA, solverConstraint.m_appliedImpulse );
				}
				if( rb1 != null )
				{
					solverConstraint.m_contactNormal2.Mult2( ref rb1.m_linearFactor, ref bodyB.m_invMass, out tmp );
					tmp.Invert( out tmp );
					btVector3 tmp2; solverConstraint.m_angularComponentB.Invert( out tmp2 );
					bodyB.applyImpulse( ref tmp, ref tmp2, -(double)solverConstraint.m_appliedImpulse );
				}
			}
			else
			{
				solverConstraint.m_appliedImpulse = 0;
			}

			solverConstraint.m_appliedPushImpulse = 0;

			{

				btVector3 externalForceImpulseA = bodyA.m_originalBody != null ? bodyA.m_externalForceImpulse : btVector3.Zero;
				btVector3 externalTorqueImpulseA = bodyA.m_originalBody != null ? bodyA.m_externalTorqueImpulse : btVector3.Zero;
				btVector3 externalForceImpulseB = bodyB.m_originalBody != null ? bodyB.m_externalForceImpulse : btVector3.Zero;
				btVector3 externalTorqueImpulseB = bodyB.m_originalBody != null ? bodyB.m_externalTorqueImpulse : btVector3.Zero;

				btScalar.Dbg( "external torque impulses " + externalTorqueImpulseA + externalTorqueImpulseB );

				double vel1Dotn = solverConstraint.m_contactNormal1.dotAdded( ref bodyA.m_linearVelocity, ref externalForceImpulseA )
					+ solverConstraint.m_relpos1CrossNormal.dotAdded( ref bodyA.m_angularVelocity, ref externalTorqueImpulseA );
				double vel2Dotn = solverConstraint.m_contactNormal2.dotAdded( ref bodyB.m_linearVelocity, ref externalForceImpulseB )
					+ solverConstraint.m_relpos2CrossNormal.dotAdded( ref bodyB.m_angularVelocity, ref externalTorqueImpulseB );
				double rel_vel = vel1Dotn + vel2Dotn;

				double positionalError = 0;
				double velocityError = restitution - rel_vel;// * damping;


				double erp = infoGlobal.m_erp2;
				if( !infoGlobal.m_splitImpulse || ( penetration > infoGlobal.m_splitImpulsePenetrationThreshold ) )
				{
					erp = infoGlobal.m_erp;
				}

				if( penetration > 0 )
				{
					positionalError = 0;

					velocityError -= penetration / infoGlobal.m_timeStep;
				}
				else
				{
					positionalError = -penetration * erp / infoGlobal.m_timeStep;
				}

				double penetrationImpulse = positionalError * solverConstraint.m_jacDiagABInv;
				double 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_contactNormal1.dot(bodyA.m_externalForce*bodyA.m_invMass-bodyB.m_externalForce/bodyB.m_invMass)*solverConstraint.m_jacDiagABInv;
					btScalar.Dbg( "Constraint 3 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
					solverConstraint.m_rhsPenetration = 0;

				}
				else
				{
					//split position and velocity into rhs and m_rhsPenetration
					solverConstraint.m_rhs = velocityImpulse;
					btScalar.Dbg( "Constraint 4 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
					solverConstraint.m_rhsPenetration = penetrationImpulse;
				}
				solverConstraint.m_cfm = 0;
				solverConstraint.m_lowerLimit = 0;
				solverConstraint.m_upperLimit = 1e10f;
			}




		}
コード例 #2
0
		internal void setFrictionConstraintImpulse( btSolverConstraint solverConstraint,
																				btSolverBody bodyA, btSolverBody bodyB,
																		 btManifoldPoint cp, btContactSolverInfo infoGlobal )
		{


			btRigidBody rb0 = bodyA.m_originalBody;
			btRigidBody rb1 = bodyB.m_originalBody;

			{
				btSolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
				if( ( infoGlobal.m_solverMode & btSolverMode.SOLVER_USE_WARMSTARTING ) != 0 )
				{
					frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
					btScalar.Dbg( "New Applied source is " + cp.m_appliedImpulseLateral1.ToString( "g17" ) );
					if( rb0 != null )
					{
						btVector3 tmp; frictionConstraint1.m_contactNormal1.Mult2( ref rb0.m_linearFactor, rb0.getInvMass(), out tmp );
						bodyA.applyImpulse( ref tmp, ref frictionConstraint1.m_angularComponentA, frictionConstraint1.m_appliedImpulse );
					}
					if( rb1 != null )
					{
						btVector3 tmp; frictionConstraint1.m_contactNormal2.Mult2( ref rb1.m_linearFactor, -rb1.getInvMass(), out tmp );
						btVector3 tmp2; frictionConstraint1.m_angularComponentB.Invert( out tmp2 );
						bodyB.applyImpulse( ref tmp, ref tmp2, -(double)frictionConstraint1.m_appliedImpulse );
					}
				}
				else
				{
					frictionConstraint1.m_appliedImpulse = 0;
				}
			}

			if( ( infoGlobal.m_solverMode & btSolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS ) != 0 )
			{
				btSolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
				if( ( infoGlobal.m_solverMode & btSolverMode.SOLVER_USE_WARMSTARTING ) != 0 )
				{
					frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
					if( rb0 != null )
					{
						btVector3 tmp; frictionConstraint2.m_contactNormal1.Mult( rb0.getInvMass(), out tmp );

						bodyA.applyImpulse( ref tmp, ref frictionConstraint2.m_angularComponentA, frictionConstraint2.m_appliedImpulse );
					}
					if( rb1 != null )
					{
						btVector3 tmp; frictionConstraint2.m_contactNormal2.Mult( -rb1.getInvMass(), out tmp );
						btVector3 tmp2; frictionConstraint2.m_angularComponentB.Invert( out tmp2 );
						bodyB.applyImpulse( ref tmp, ref tmp2, -(double)frictionConstraint2.m_appliedImpulse );
					}
				}
				else
				{
					frictionConstraint2.m_appliedImpulse = 0;
				}
			}
		}
コード例 #3
0
		internal void setupRollingFrictionConstraint( btSolverConstraint solverConstraint, ref btVector3 normalAxis1
						, btSolverBody solverBodyA, btSolverBody solverBodyB,
											btManifoldPoint cp, ref btVector3 rel_pos1, ref btVector3 rel_pos2,
											btCollisionObject colObj0, btCollisionObject colObj1, double relaxation,
											double desiredVelocity = 0, double cfmSlip = 0.0 )

		{
			btVector3 normalAxis = btVector3.Zero;


			solverConstraint.m_contactNormal1 = normalAxis;
			normalAxis.Invert( out solverConstraint.m_contactNormal2 );
			//btSolverBody solverBodyA = m_tmpSolverBodyPool[solverBodyIdA];
			//btSolverBody solverBodyB = m_tmpSolverBodyPool[solverBodyIdB];

			btRigidBody body0 = solverBodyA.m_originalBody;
			btRigidBody body1 = solverBodyB.m_originalBody;

			solverConstraint.m_solverBodyA = solverBodyA;
			solverConstraint.m_solverBodyB = solverBodyB;

			solverConstraint.m_friction = cp.m_combinedRollingFriction;
			solverConstraint.m_originalContactPoint = null;

			solverConstraint.m_appliedImpulse = 0;
			solverConstraint.m_appliedPushImpulse = 0;

			btVector3 iMJaA;
			btVector3 iMJaB;
			{
				btVector3 ftorqueAxis1; normalAxis1.Invert( out ftorqueAxis1 );
				solverConstraint.m_relpos1CrossNormal = ftorqueAxis1;
				if( body0 != null )
				{
					body0.m_invInertiaTensorWorld.Apply( ref ftorqueAxis1, out iMJaA );
					iMJaA.Mult( ref body0.m_angularFactor, out solverConstraint.m_angularComponentA );
				}
				else
					iMJaA = btVector3.Zero;
				//solverConstraint.m_angularComponentA = body0 != null ? body0.getInvInertiaTensorWorld() * ftorqueAxis1 * body0.getAngularFactor() : btVector3.Zero;
			}
			{
				btVector3 ftorqueAxis1 = normalAxis1;
				solverConstraint.m_relpos2CrossNormal = ftorqueAxis1;
				if( body1 != null )
				{
					body1.m_invInertiaTensorWorld.Apply( ref ftorqueAxis1, out iMJaB );
					iMJaB.Mult( ref body1.m_angularFactor, out solverConstraint.m_angularComponentB );
				}
				else
					iMJaB = btVector3.Zero;
				//solverConstraint.m_angularComponentB = body1 != null ? body1.getInvInertiaTensorWorld() * ftorqueAxis1 * body1.getAngularFactor() : btVector3.Zero;
			}


			{
				//btVector3 iMJaA = body0 != null ? body0.getInvInertiaTensorWorld() * solverConstraint.m_relpos1CrossNormal : btVector3.Zero;
				//btVector3 iMJaB = body1 != null ? body1.getInvInertiaTensorWorld() * solverConstraint.m_relpos2CrossNormal : btVector3.Zero;
				double sum = 0;
				sum += iMJaA.dot( ref solverConstraint.m_relpos1CrossNormal );
				sum += iMJaB.dot( ref solverConstraint.m_relpos2CrossNormal );
				btScalar.Dbg( "m_jacDiagABInv 2 set to " + ( btScalar.BT_ONE / sum ).ToString( "g17" ) );
				solverConstraint.m_jacDiagABInv = btScalar.BT_ONE / sum;
			}

			{


				double rel_vel;
				double vel1Dotn;
				double vel2Dotn;
				//double vel1Dotn = solverConstraint.m_contactNormal1.dot( body0 != null ? solverBodyA.m_linearVelocity + solverBodyA.m_externalForceImpulse : btVector3.Zero )
				//	+ solverConstraint.m_relpos1CrossNormal.dot( body0 != null ? solverBodyA.m_angularVelocity : btVector3.Zero );

				//double vel2Dotn = solverConstraint.m_contactNormal2.dot( body1 != null ? solverBodyB.m_linearVelocity + solverBodyB.m_externalForceImpulse : btVector3.Zero )
				//	+ solverConstraint.m_relpos2CrossNormal.dot( body1 != null ? solverBodyB.m_angularVelocity : btVector3.Zero );
				if( body0 != null )
					vel1Dotn = solverConstraint.m_contactNormal1.dotAdded( ref solverBodyA.m_linearVelocity, ref solverBodyA.m_externalForceImpulse )
						+ solverConstraint.m_relpos1CrossNormal.dot( ref solverBodyA.m_angularVelocity );
				else
					vel1Dotn = 0;
				if( body1 != null )
					vel2Dotn = solverConstraint.m_contactNormal1.dotAdded( ref solverBodyB.m_linearVelocity, ref solverBodyB.m_externalForceImpulse )
						+ solverConstraint.m_relpos1CrossNormal.dot( ref solverBodyB.m_angularVelocity );
				else
					vel2Dotn = 0;

				rel_vel = vel1Dotn + vel2Dotn;

				//		double positionalError = 0;

				double velocityError = desiredVelocity - rel_vel;
				double velocityImpulse = velocityError * ( solverConstraint.m_jacDiagABInv );
				solverConstraint.m_rhs = velocityImpulse;
				btScalar.Dbg( "Constraint 2 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
				solverConstraint.m_cfm = cfmSlip;
				solverConstraint.m_lowerLimit = -solverConstraint.m_friction;
				solverConstraint.m_upperLimit = solverConstraint.m_friction;

			}
		}
コード例 #4
0
		internal btSolverConstraint addRollingFrictionConstraint( ref btVector3 normalAxis
			, btSolverBody solverBodyA, btSolverBody solverBodyB
			, int frictionIndex, btManifoldPoint cp, ref btVector3 rel_pos1, ref btVector3 rel_pos2, btCollisionObject colObj0, btCollisionObject colObj1, double relaxation, double desiredVelocity = 0, double cfmSlip = 0 )
		{
			btSolverConstraint solverConstraint;
			m_tmpSolverContactRollingFrictionConstraintPool.Add( solverConstraint = BulletGlobals.SolverConstraintPool.Get() );
			solverConstraint.m_frictionIndex = frictionIndex;
			setupRollingFrictionConstraint( solverConstraint, ref normalAxis, solverBodyA, solverBodyB, cp, ref rel_pos1, ref rel_pos2,
									colObj0, colObj1, relaxation, desiredVelocity, cfmSlip );
			return solverConstraint;
		}
コード例 #5
0
		internal void setupFrictionConstraint( btSolverConstraint solverConstraint, ref btVector3 normalAxis
			//, int solverBodyIdA, int solverBodyIdB
			, btSolverBody solverBodyA, btSolverBody solverBodyB
			, btManifoldPoint cp, ref btVector3 rel_pos1, ref btVector3 rel_pos2, btCollisionObject colObj0, btCollisionObject colObj1, double relaxation, double desiredVelocity = 0, double cfmSlip = 0.0 )
		{
			//btSolverBody solverBodyA = m_tmpSolverBodyPool[solverBodyIdA];
			//btSolverBody solverBodyB = m_tmpSolverBodyPool[solverBodyIdB];

			btRigidBody body0 = solverBodyA.m_originalBody;
			btRigidBody body1 = solverBodyB.m_originalBody;

			solverConstraint.m_solverBodyA = solverBodyA;
			solverConstraint.m_solverBodyB = solverBodyB;

			solverConstraint.m_friction = cp.m_combinedFriction;
			solverConstraint.m_originalContactPoint = null;

			solverConstraint.m_appliedImpulse = 0;
			solverConstraint.m_appliedPushImpulse = 0;

			if( body0 != null )
			{
				solverConstraint.m_contactNormal1 = normalAxis;
				rel_pos1.cross( ref solverConstraint.m_contactNormal1, out solverConstraint.m_relpos1CrossNormal );
				btVector3 tmp;
				body0.m_invInertiaTensorWorld.Apply( ref solverConstraint.m_relpos1CrossNormal, out tmp );
				tmp.Mult( ref body0.m_angularFactor, out solverConstraint.m_angularComponentA );
			}
			else
			{
				solverConstraint.m_contactNormal1.setZero();
				solverConstraint.m_relpos1CrossNormal.setZero();
				solverConstraint.m_angularComponentA.setZero();
			}

			if( body1 != null )
			{
				normalAxis.Invert( out solverConstraint.m_contactNormal2 );
				rel_pos2.cross( ref solverConstraint.m_contactNormal2, out solverConstraint.m_relpos2CrossNormal );
				btVector3 tmp;
				body1.m_invInertiaTensorWorld.Apply( ref solverConstraint.m_relpos2CrossNormal, out tmp );
				tmp.Mult( ref body1.m_angularFactor, out solverConstraint.m_angularComponentB );
			}
			else
			{
				solverConstraint.m_contactNormal2 = btVector3.Zero;
				solverConstraint.m_relpos2CrossNormal = btVector3.Zero;
				solverConstraint.m_angularComponentB = btVector3.Zero;
			}

			{
				btVector3 vec;
				double denom0 = 0;
				double denom1 = 0;
				if( body0 != null )
				{
					solverConstraint.m_angularComponentA.cross( ref rel_pos1, out vec );
					denom0 = body0.getInvMass() + normalAxis.dot( ref vec );
				}
				if( body1 != null )
				{
					btVector3 tmp;
					solverConstraint.m_angularComponentB.Invert( out tmp );
					tmp.cross( ref rel_pos2, out vec );
					denom1 = body1.getInvMass() + normalAxis.dot( ref vec );
				}
				double denom = relaxation / ( denom0 + denom1 );
				btScalar.Dbg( "m_jacDiagABInv 1 set to " + denom.ToString( "g17" ) );
				solverConstraint.m_jacDiagABInv = denom;
			}

			{


				double rel_vel;
				double vel1Dotn;
				double vel2Dotn;
				//double vel1Dotn = solverConstraint.m_contactNormal1.dot( body0 != null ? solverBodyA.m_linearVelocity + solverBodyA.m_externalForceImpulse : btVector3.Zero )
				//	+ solverConstraint.m_relpos1CrossNormal.dot( body0 != null ? solverBodyA.m_angularVelocity : btVector3.Zero );
				if( body0 != null )
					vel1Dotn = solverConstraint.m_contactNormal1.dotAdded( ref solverBodyA.m_linearVelocity, ref solverBodyA.m_externalForceImpulse )
						+ solverConstraint.m_relpos1CrossNormal.dot( ref solverBodyA.m_angularVelocity );
				else
					vel1Dotn = 0;

				//double vel2Dotn = solverConstraint.m_contactNormal2.dot( body1 != null ? solverBodyB.m_linearVelocity + solverBodyB.m_externalForceImpulse : btVector3.Zero )
				//	+ solverConstraint.m_relpos2CrossNormal.dot( body1 != null ? solverBodyB.m_angularVelocity : btVector3.Zero );
				if( body1 != null )
					vel2Dotn = solverConstraint.m_contactNormal2.dotAdded( ref solverBodyB.m_linearVelocity, ref solverBodyB.m_externalForceImpulse )
						+ solverConstraint.m_relpos2CrossNormal.dot( ref solverBodyB.m_angularVelocity );
				else
					vel2Dotn = 0;


				rel_vel = vel1Dotn + vel2Dotn;

				//		double positionalError = 0;

				double velocityError = desiredVelocity - rel_vel;
				double velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv;
				solverConstraint.m_rhs = velocityImpulse;
				btScalar.Dbg( "Constraint 1 m_rhs " + solverConstraint.m_rhs.ToString( "g17" ) );
				solverConstraint.m_rhsPenetration = 0;
				solverConstraint.m_cfm = cfmSlip;
				solverConstraint.m_lowerLimit = -solverConstraint.m_friction;
				solverConstraint.m_upperLimit = solverConstraint.m_friction;

			}
		}
コード例 #6
0
		internal btSolverConstraint addFrictionConstraint( ref btVector3 normalAxis
			//, int solverBodyIdA, int solverBodyIdB
			, btSolverBody solverBodyA, btSolverBody solverBodyB
			, int frictionIndex, btManifoldPoint cp, ref btVector3 rel_pos1, ref btVector3 rel_pos2, btCollisionObject colObj0, btCollisionObject colObj1, double relaxation, double desiredVelocity = 0, double cfmSlip = 0 )
		{
			btSolverConstraint solverConstraint;
			m_tmpSolverContactFrictionConstraintPool.Add( solverConstraint = BulletGlobals.SolverConstraintPool.Get() );
			solverConstraint.m_frictionIndex = frictionIndex;
			setupFrictionConstraint( solverConstraint, ref normalAxis, solverBodyA, solverBodyB, cp, ref rel_pos1, ref rel_pos2,
									colObj0, colObj1, relaxation, desiredVelocity, cfmSlip );
			btScalar.Dbg( "Setup Impulse2 = " + solverConstraint.m_appliedImpulse.ToString( "g17" ) );
			return solverConstraint;
		}
コード例 #7
0
		void clearUserCache( btManifoldPoint pt )
		{
			object oldPtr = pt.m_userPersistentData;
			if( oldPtr != null )
			{
#if DEBUG_PERSISTENCY
				int i;
				int occurance = 0;
				for( i = 0; i < m_cachedPoints; i++ )
				{
					if( m_pointCache[i].m_userPersistentData == oldPtr )
					{
						occurance++;
						if( occurance > 1 )
							Console.WriteLine( "error in clearUserCache\n" );
					}
				}
				Debug.Assert( occurance <= 0 );
#endif //DEBUG_PERSISTENCY

				if( pt.m_userPersistentData != null && gContactDestroyedCallback != null )
				{
					gContactDestroyedCallback( pt.m_userPersistentData );
					pt.m_userPersistentData = null;
				}

#if DEBUG_PERSISTENCY
				DebugPersistency();
#endif
			}


		}
コード例 #8
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ファイル: CollisionWorld.h.cs プロジェクト: d3x0r/Voxelarium
			internal abstract double addSingleResult( btManifoldPoint cp, btCollisionObjectWrapper colObj0Wrap, int partId0, int index0, btCollisionObjectWrapper colObj1Wrap, int partId1, int index1 ) ;
コード例 #9
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		bool validContactDistance( btManifoldPoint pt )
		{
			return pt.m_distance1 <= m_contactBreakingThreshold;
		}
コード例 #10
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		internal void replaceContactPoint( btManifoldPoint newPoint, int insertIndex )
		{
			Debug.Assert( validContactDistance( newPoint ) );

#if MAINTAIN_PERSISTENCY
			//		bool isLateralFrictionInitialized = m_pointCache[insertIndex].m_lateralFrictionInitialized;
			btManifoldPoint old_point = m_pointCache[insertIndex];
			Debug.Assert( old_point.m_lifeTime >= 0 );

			m_pointCache[insertIndex] = newPoint;

			newPoint.m_userPersistentData = old_point.m_userPersistentData;
			newPoint.m_appliedImpulse = old_point.m_appliedImpulse;
			newPoint.m_appliedImpulseLateral1 = old_point.m_appliedImpulseLateral1;
			newPoint.m_appliedImpulseLateral2 = old_point.m_appliedImpulseLateral2;
			newPoint.m_lifeTime = old_point.m_lifeTime;

			BulletGlobals.ManifoldPointPool.Free( old_point );

#else
	clearUserCache( m_pointCache[insertIndex] );
	m_pointCache[insertIndex] = newPoint;

#endif
		}
コード例 #11
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		internal int addManifoldPoint( btManifoldPoint newPoint, bool isPredictive = false )
		{
			if( !isPredictive )
			{
				Debug.Assert( validContactDistance( newPoint ) );
			}

			int insertIndex = m_cachedPoints;
			if( m_cachedPoints == MANIFOLD_CACHE_SIZE )
			{
				if( MANIFOLD_CACHE_SIZE >= 4 )
					//sort cache so best points come first, based on area
					insertIndex = sortCachedPoints( newPoint );
				else
					insertIndex = 0;
				clearUserCache( m_pointCache[insertIndex] );

			}
			else
			{
				m_cachedPoints++;


			}
			if( insertIndex < 0 )
				insertIndex = 0;

			Debug.Assert( m_pointCache[insertIndex] == null ||
				m_pointCache[insertIndex].m_userPersistentData == null );
			m_pointCache[insertIndex] = newPoint;
			return insertIndex;
		}
コード例 #12
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		internal int getCacheEntry( ref btManifoldPoint newPoint )
		{
			double shortestDist = m_contactBreakingThresholdSquared;
			int size = m_cachedPoints;
			int nearestPoint = -1;
			for( int i = 0; i < size; i++ )
			{
				btManifoldPoint mp = m_pointCache[i];

				btVector3 diffA; mp.m_localPointA.Sub( ref newPoint.m_localPointA, out diffA );
				double distToManiPoint = diffA.dot( ref diffA );
				if( distToManiPoint < shortestDist )
				{
					shortestDist = distToManiPoint;
					nearestPoint = i;
				}
			}
			return nearestPoint;
		}
コード例 #13
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		/// sort cached points so most isolated points come first
		int sortCachedPoints( btManifoldPoint pt )
		{
			//calculate 4 possible cases areas, and take biggest area
			//also need to keep 'deepest'

			int maxPenetrationIndex = -1;
#if KEEP_DEEPEST_POINT
			double maxPenetration = pt.getDistance();
			for( int i = 0; i < 4; i++ )
			{
				if( m_pointCache[i].getDistance() < maxPenetration )
				{
					maxPenetrationIndex = i;
					maxPenetration = m_pointCache[i].getDistance();
				}
			}
#endif //KEEP_DEEPEST_POINT

			double res0 = ( 0 )
				, res1 = ( (double)( 0 ) ), res2 = ( (double)( 0 ) )
				, res3 = ( (double)( 0 ) );

			if( gContactCalcArea3Points )
			{
				if( maxPenetrationIndex != 0 )
				{
					btVector3 a0; pt.m_localPointA.Sub( ref m_pointCache[1].m_localPointA, out a0 );
					btVector3 b0; m_pointCache[3].m_localPointA.Sub( ref m_pointCache[2].m_localPointA, out b0 );
					btVector3 cross; a0.cross( ref b0, out cross );
					res0 = cross.length2();
				}
				if( maxPenetrationIndex != 1 )
				{
					btVector3 a1; pt.m_localPointA.Sub( ref m_pointCache[0].m_localPointA, out a1 );
					btVector3 b1; m_pointCache[3].m_localPointA.Sub( ref m_pointCache[2].m_localPointA, out b1 );
					btVector3 cross; a1.cross( ref b1, out cross );
					res1 = cross.length2();
				}

				if( maxPenetrationIndex != 2 )
				{
					btVector3 a2; pt.m_localPointA.Sub( ref m_pointCache[0].m_localPointA, out a2 );
					btVector3 b2; m_pointCache[3].m_localPointA.Sub( ref m_pointCache[1].m_localPointA, out b2 );
					btVector3 cross; a2.cross( ref b2, out cross );
					res2 = cross.length2();
				}

				if( maxPenetrationIndex != 3 )
				{
					btVector3 a3; pt.m_localPointA.Sub( ref m_pointCache[0].m_localPointA, out a3 );
					btVector3 b3; m_pointCache[2].m_localPointA.Sub( ref m_pointCache[1].m_localPointA, out b3 );
					btVector3 cross; a3.cross( ref b3, out cross );
					res3 = cross.length2();
				}
			}
			else
			{
				if( maxPenetrationIndex != 0 )
				{
					res0 = calcArea4Points( ref pt.m_localPointA, ref m_pointCache[1].m_localPointA, ref m_pointCache[2].m_localPointA, ref m_pointCache[3].m_localPointA );
				}

				if( maxPenetrationIndex != 1 )
				{
					res1 = calcArea4Points( ref pt.m_localPointA, ref m_pointCache[0].m_localPointA, ref m_pointCache[2].m_localPointA, ref m_pointCache[3].m_localPointA );
				}

				if( maxPenetrationIndex != 2 )
				{
					res2 = calcArea4Points( ref pt.m_localPointA, ref m_pointCache[0].m_localPointA, ref m_pointCache[1].m_localPointA, ref m_pointCache[3].m_localPointA );
				}

				if( maxPenetrationIndex != 3 )
				{
					res3 = calcArea4Points( ref pt.m_localPointA, ref m_pointCache[0].m_localPointA, ref m_pointCache[1].m_localPointA, ref m_pointCache[2].m_localPointA );
				}
			}
			btVector3 maxvec = new btVector3( res0, res1, res2, res3 );
			return maxvec.closestAxis4();
		}