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 
btSolverBody::getAngularVelocity
void getAngularVelocity(btVector3 &angVel) const
Definition: btSolverBody.h:154
btSolverBody
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
Definition: btSolverBody.h:108
btSolverBody::m_pushVelocity
btVector3 m_pushVelocity
Definition: btSolverBody.h:117
btSolverBody::m_originalBody
btRigidBody * m_originalBody
Definition: btSolverBody.h:124
btRigidBody
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:62
btSolverBody::internalSetInvMass
void internalSetInvMass(const btVector3 &invMass)
Definition: btSolverBody.h:228
btSolverBody::m_linearVelocity
btVector3 m_linearVelocity
Definition: btSolverBody.h:119
btSolverBody::internalGetInvMass
const btVector3 & internalGetInvMass() const
Definition: btSolverBody.h:223
btVector3::setValue
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:652
btScalar
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292
btSolverBody::getPushVelocity
const btVector3 & getPushVelocity() const
Definition: btSolverBody.h:194
btSolverBody::internalGetTurnVelocity
btVector3 & internalGetTurnVelocity()
Definition: btSolverBody.h:238
btSolverBody::internalGetAngularVelocity
void internalGetAngularVelocity(btVector3 &angVel) const
Definition: btSolverBody.h:248
btSolverBody::m_externalForceImpulse
btVector3 m_externalForceImpulse
Definition: btSolverBody.h:121
btSolverBody::m_linearFactor
btVector3 m_linearFactor
Definition: btSolverBody.h:115
btMatrix3x3.h
operator*
btMatrix3x3 operator*(const btMatrix3x3 &m, const btScalar &k)
Definition: btMatrix3x3.h:836
btSolverBody::internalApplyImpulse
void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
Definition: btSolverBody.h:255
btTransformUtil.h
btSolverBody::getTurnVelocity
const btVector3 & getTurnVelocity() const
Definition: btSolverBody.h:199
btSolverBody::m_angularFactor
btVector3 m_angularFactor
Definition: btSolverBody.h:114
btSolverBody::m_angularVelocity
btVector3 m_angularVelocity
Definition: btSolverBody.h:120
btSolverBody::internalGetVelocityInLocalPointObsolete
void internalGetVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
Definition: btSolverBody.h:243
btVector3.h
btSolverBody::m_invMass
btVector3 m_invMass
Definition: btSolverBody.h:116
btSimdScalar
#define btSimdScalar
Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later,...
Definition: btSolverBody.h:104
btSolverBody::applyImpulse
void applyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
Definition: btSolverBody.h:164
btSolverBody::internalApplyPushImpulse
void internalApplyPushImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, btScalar impulseMagnitude)
Definition: btSolverBody.h:173
btSolverBody::writebackVelocityAndTransform
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
Definition: btSolverBody.h:279
btAlignedAllocator.h
operator+
btMatrix3x3 operator+(const btMatrix3x3 &m1, const btMatrix3x3 &m2)
Definition: btMatrix3x3.h:858
btSolverBody::internalGetDeltaAngularVelocity
btVector3 & internalGetDeltaAngularVelocity()
Definition: btSolverBody.h:213
btSolverBody::writebackVelocity
void writebackVelocity()
Definition: btSolverBody.h:267
btTransform
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
BT_DECLARE_ALIGNED_ALLOCATOR
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition: btScalar.h:403
btSolverBody::getVelocityInLocalPointNoDelta
void getVelocityInLocalPointNoDelta(const btVector3 &rel_pos, btVector3 &velocity) const
Definition: btSolverBody.h:137
btSolverBody::internalGetPushVelocity
btVector3 & internalGetPushVelocity()
Definition: btSolverBody.h:233
btSolverBody::internalGetDeltaLinearVelocity
btVector3 & internalGetDeltaLinearVelocity()
some internal methods, don't use them
Definition: btSolverBody.h:208
btVector3
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
btSolverBody::m_deltaAngularVelocity
btVector3 m_deltaAngularVelocity
Definition: btSolverBody.h:113
ATTRIBUTE_ALIGNED16
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:82
btSolverBody::getVelocityInLocalPointObsolete
void getVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
Definition: btSolverBody.h:146
btSolverBody::m_externalTorqueImpulse
btVector3 m_externalTorqueImpulse
Definition: btSolverBody.h:122
SIMD_FORCE_INLINE
#define SIMD_FORCE_INLINE
Definition: btScalar.h:81
btSolverBody::m_turnVelocity
btVector3 m_turnVelocity
Definition: btSolverBody.h:118
btSolverBody::m_deltaLinearVelocity
btVector3 m_deltaLinearVelocity
Definition: btSolverBody.h:112
btSolverBody::getWorldTransform
const btTransform & getWorldTransform() const
Definition: btSolverBody.h:130
btSolverBody::getDeltaLinearVelocity
const btVector3 & getDeltaLinearVelocity() const
Definition: btSolverBody.h:184
btSolverBody::setWorldTransform
void setWorldTransform(const btTransform &worldTransform)
Definition: btSolverBody.h:125
btSolverBody::m_worldTransform
btTransform m_worldTransform
Definition: btSolverBody.h:111
btSolverBody::internalGetAngularFactor
const btVector3 & internalGetAngularFactor() const
Definition: btSolverBody.h:218
btSolverBody::getDeltaAngularVelocity
const btVector3 & getDeltaAngularVelocity() const
Definition: btSolverBody.h:189
btTransformUtil::integrateTransform
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
Definition: btTransformUtil.h:43