42 leastSquaredResidual =
btMax(leastSquaredResidual,residual*residual);
63 leastSquaredResidual =
btMax(leastSquaredResidual,residual*residual);
88 leastSquaredResidual =
btMax(leastSquaredResidual , residual*residual);
118 leastSquaredResidual =
btMax(leastSquaredResidual, residual*residual);
151 leastSquaredResidual =
btMax(leastSquaredResidual, residual*residual);
161 return leastSquaredResidual;
175 for (
int i=0;i<numBodies;i++)
191 for (
int i = 0; i < ndof; ++i)
209 for (
int i = 0; i < ndofA; ++i)
221 for (
int i = 0; i < ndofB; ++i)
253 #ifdef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 257 #endif //DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 267 #ifdef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 271 #endif //DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 297 for (
int i = 0; i < ndofA; ++i)
308 for (
int i = 0; i < ndofB; ++i)
333 for (
int i = 0; i < ndofA; ++i)
344 for (
int i = 0; i < ndofB; ++i)
366 if (sumA < -sumAclipped)
371 else if (sumA > sumAclipped)
381 if (sumB < -sumBclipped)
386 else if (sumB > sumBclipped)
409 #ifdef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 413 #endif //DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 422 #ifdef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 426 #endif //DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 435 #ifdef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 439 #endif //DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 447 #ifdef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 451 #endif //DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 471 BT_PROFILE(
"setupMultiBodyContactConstraint");
492 relaxation = infoGlobal.
m_sor;
535 if (solverConstraint.
m_linkA<0)
542 const int ndofA = multiBodyA->
getNumDofs() + 6;
581 if (solverConstraint.
m_linkB<0)
589 const int ndofB = multiBodyB->
getNumDofs() + 6;
636 for (
int i = 0; i < ndofA; ++i)
652 const int ndofB = multiBodyB->
getNumDofs() + 6;
655 for (
int i = 0; i < ndofB; ++i)
714 for (
int i = 0; i < ndofA ; ++i)
729 for (
int i = 0; i < ndofB ; ++i)
797 btScalar velocityError = restitution - rel_vel;
800 positionalError = -distance * erp/infoGlobal.
m_timeStep;
806 velocityError -= distance / infoGlobal.
m_timeStep;
810 positionalError = -distance * erp/infoGlobal.
m_timeStep;
822 solverConstraint.
m_rhs = penetrationImpulse+velocityImpulse;
838 solverConstraint.
m_rhs = penetrationImpulse+velocityImpulse;
861 BT_PROFILE(
"setupMultiBodyRollingFrictionConstraint");
882 relaxation = infoGlobal.
m_sor;
889 if (solverConstraint.
m_linkA<0)
896 const int ndofA = multiBodyA->
getNumDofs() + 6;
920 btVector3 torqueAxis0 = -constraintNormal;
925 btVector3 torqueAxis0 = -constraintNormal;
935 if (solverConstraint.
m_linkB<0)
943 const int ndofB = multiBodyB->
getNumDofs() + 6;
962 btVector3 torqueAxis1 = constraintNormal;
968 btVector3 torqueAxis1 = constraintNormal;
989 for (
int i = 0; i < ndofA; ++i)
1005 const int ndofB = multiBodyB->
getNumDofs() + 6;
1008 for (
int i = 0; i < ndofB; ++i)
1056 for (
int i = 0; i < ndofA ; ++i)
1072 for (
int i = 0; i < ndofB ; ++i)
1086 solverConstraint.
m_friction =combinedTorsionalFriction;
1104 btScalar velocityError = 0 - rel_vel;
1110 solverConstraint.
m_rhs = velocityImpulse;
1125 BT_PROFILE(
"addMultiBodyFrictionConstraint");
1131 bool isFriction =
true;
1150 solverConstraint.
m_linkB = fcB->m_link;
1155 return solverConstraint;
1159 btScalar combinedTorsionalFriction,
1162 BT_PROFILE(
"addMultiBodyRollingFrictionConstraint");
1171 bool isFriction =
true;
1190 solverConstraint.
m_linkB = fcB->m_link;
1195 return solverConstraint;
1223 int rollingFriction=1;
1251 solverConstraint.
m_linkB = fcB->m_link;
1255 bool isFriction =
false;
1262 #define ENABLE_FRICTION 1263 #ifdef ENABLE_FRICTION 1286 if (rollingFriction > 0 )
1366 #endif //ENABLE_FRICTION 1376 for (
int i=0;i<numManifolds;i++)
1421 forceVector.
resize(numDofsPlusBase);
1422 for (
int i=0;i<numDofsPlusBase;i++)
1424 forceVector[i] = data.
m_jacobians[jacIndex+i]*appliedImpulse;
1427 output.
resize(numDofsPlusBase);
1428 bool applyJointFeedback =
true;
1489 #ifndef DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS 1508 BT_PROFILE(
"btMultiBodyConstraintSolver::solveGroupCacheFriendlyFinish");
1514 for (
int i=0;i<numPoolConstraints;i++)
1538 for (
int j=0;j<numPoolConstraints;j++)
1558 for (
int j=0;j<numPoolConstraints;j++)
1629 for (
int i=0;i<numPoolConstraints;i++)
1658 void btMultiBodyConstraintSolver::solveMultiBodyGroup(
btCollisionObject** bodies,
int numBodies,
btPersistentManifold** manifold,
int numManifolds,
btTypedConstraint** constraints,
int numConstraints,
btMultiBodyConstraint** multiBodyConstraints,
int numMultiBodyConstraints,
const btContactSolverInfo& info,
btIDebugDraw* debugDrawer,
btDispatcher* dispatcher)
btScalar getInvMass() const
static T sum(const btAlignedObjectArray< T > &items)
btVector3 m_linearVelocity
btVector3 m_angularVelocity
btScalar m_rhsPenetration
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
static btMultiBodyLinkCollider * upcast(btCollisionObject *colObj)
virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)
const btMultibodyLink & getLink(int index) const
void setupMultiBodyContactConstraint(btMultiBodySolverConstraint &solverConstraint, const btVector3 &contactNormal, btManifoldPoint &cp, const btContactSolverInfo &infoGlobal, btScalar &relaxation, bool isFriction, btScalar desiredVelocity=0, btScalar cfmSlip=0)
btVector3 m_relpos1CrossNormal
const btVector3 & getTotalForce() const
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
btVector3 m_contactNormal2
btScalar m_combinedContactStiffness1
btVector3 m_lateralFrictionDir1
btAlignedObjectArray< btScalar > scratch_r
btAlignedObjectArray< btScalar > m_deltaVelocities
virtual void createConstraintRows(btMultiBodyConstraintArray &constraintRows, btMultiBodyJacobianData &data, const btContactSolverInfo &infoGlobal)=0
void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
btAlignedObjectArray< btSolverBody > * m_solverBodyPool
const btVector3 & getAngularFactor() const
btScalar m_appliedImpulseLateral1
virtual btScalar solveSingleIteration(int iteration, btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)
btVector3 m_angularComponentA
btScalar btSin(btScalar x)
void writeBackSolverBodyToMultiBody(btMultiBodySolverConstraint &constraint, btScalar deltaTime)
btVector3 m_angularComponentB
btScalar m_combinedRestitution
virtual btScalar solveGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)
btSequentialImpulseConstraintSolver Sequentially applies impulses
btMultiBodyConstraint * m_orgConstraint
void internalSetAppliedImpulse(int dof, btScalar appliedImpulse)
void btPlaneSpace1(const T &n, T &p, T &q)
btScalar m_appliedImpulse
void addLinkConstraintForce(int i, const btVector3 &f)
const btVector3 & getTotalTorque() const
btScalar getBreakingImpulseThreshold() const
btScalar resolveConeFrictionConstraintRows(const btMultiBodySolverConstraint &cA1, const btMultiBodySolverConstraint &cB)
virtual btScalar solveSingleIteration(int iteration, btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
bool internalNeedsJointFeedback() const
ManifoldContactPoint collects and maintains persistent contactpoints.
const btCollisionObject * getBody0() const
btScalar m_contactMotion1
int m_tmpNumMultiBodyConstraints
void applyDeltaVeeMultiDof(const btScalar *delta_vee, btScalar multiplier)
btScalar resolveSingleConstraintRowGeneric(const btMultiBodySolverConstraint &c)
btAlignedObjectArray< btMatrix3x3 > scratch_m
btScalar dot(const btVector3 &v) const
Return the dot product.
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
virtual btScalar solveGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)
this method should not be called, it was just used during porting/integration of Featherstone btMulti...
btVector3 getVelocityInLocalPoint(const btVector3 &rel_pos) const
const btJointFeedback * getJointFeedback() const
btMultiBodyConstraintArray m_multiBodyNonContactConstraints
int getOrInitSolverBody(btCollisionObject &body, btScalar timeStep)
btVector3 m_externalForceImpulse
btAlignedObjectArray< btScalar > m_deltaVelocitiesUnitImpulse
void addLinkConstraintTorque(int i, const btVector3 &t)
#define btSimdScalar
Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later...
btScalar m_combinedRollingFriction
btAlignedObjectArray< btSolverBody > m_tmpSolverBodyPool
btMultiBodySolverConstraint & addMultiBodyTorsionalFrictionConstraint(const btVector3 &normalAxis, btPersistentManifold *manifold, int frictionIndex, btManifoldPoint &cp, btScalar combinedTorsionalFriction, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, const btContactSolverInfo &infoGlobal, btScalar desiredVelocity=0, btScalar cfmSlip=0)
btVector3 m_normalWorldOnB
int size() const
return the number of elements in the array
virtual void solveMultiBodyGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, btMultiBodyConstraint **multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)
btVector3 m_appliedForceBodyA
btMultiBody * m_multiBodyA
void setCompanionId(int id)
btScalar m_appliedImpulseLateral2
void fillConstraintJacobianMultiDof(int link, const btVector3 &contact_point, const btVector3 &normal_ang, const btVector3 &normal_lin, btScalar *jac, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v, btAlignedObjectArray< btMatrix3x3 > &scratch_m) const
btScalar btAtan2(btScalar x, btScalar y)
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
void convertContacts(btPersistentManifold **manifoldPtr, int numManifolds, const btContactSolverInfo &infoGlobal)
btCollisionObject can be used to manage collision detection objects.
btScalar getContactProcessingThreshold() const
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
btMultiBody * m_multiBodyB
The btRigidBody is the main class for rigid body objects.
btScalar length() const
Return the length of the vector.
const btManifoldPoint & getContactPoint(int index) const
btMultiBodyConstraintArray m_multiBodyFrictionContactConstraints
btAlignedObjectArray< btScalar > m_jacobians
const btVector3 & internalGetInvMass() const
void * m_originalContactPoint
const btVector3 & getPositionWorldOnB() const
btVector3 can be used to represent 3D points and vectors.
void convertContact(btPersistentManifold *manifold, const btContactSolverInfo &infoGlobal)
btAlignedObjectArray< btVector3 > scratch_v
btSimdScalar m_appliedImpulse
void calcAccelerationDeltasMultiDof(const btScalar *force, btScalar *output, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v) const
btMultiBodySolverConstraint & addMultiBodyFrictionConstraint(const btVector3 &normalAxis, btPersistentManifold *manifold, int frictionIndex, btManifoldPoint &cp, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, const btContactSolverInfo &infoGlobal, btScalar desiredVelocity=0, btScalar cfmSlip=0)
btScalar m_combinedContactDamping1
btMultiBodyConstraintArray m_multiBodyTorsionalFrictionContactConstraints
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
int getCompanionId() const
void fillContactJacobianMultiDof(int link, const btVector3 &contact_point, const btVector3 &normal, btScalar *jac, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v, btAlignedObjectArray< btMatrix3x3 > &scratch_m) const
TypedConstraint is the baseclass for Bullet constraints and vehicles.
void resize(int newsize, const T &fillData=T())
btRigidBody * m_originalBody
int getNumContacts() const
btVector3 & internalGetDeltaLinearVelocity()
some internal methods, don't use them
const btRigidBody & getRigidBodyA() const
btScalar restitutionCurve(btScalar rel_vel, btScalar restitution, btScalar velocityThreshold)
void setEnabled(bool enabled)
void convertMultiBodyContact(btPersistentManifold *manifold, const btContactSolverInfo &infoGlobal)
void applyDeltaVeeMultiDof2(const btScalar *delta_vee, btScalar multiplier)
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
void setPosUpdated(bool updated)
void applyDeltaVee(btScalar *deltaV, btScalar impulse, int velocityIndex, int ndof)
btMultiBodyConstraintArray m_multiBodyNormalContactConstraints
btScalar m_contactMotion2
void setupMultiBodyTorsionalFrictionConstraint(btMultiBodySolverConstraint &solverConstraint, const btVector3 &contactNormal, btManifoldPoint &cp, btScalar combinedTorsionalFriction, const btContactSolverInfo &infoGlobal, btScalar &relaxation, bool isFriction, btScalar desiredVelocity=0, btScalar cfmSlip=0)
const T & btMax(const T &a, const T &b)
const btMatrix3x3 & getInvInertiaTensorWorld() const
btScalar m_combinedFriction
btMultiBodyConstraint ** m_tmpMultiBodyConstraints
const btVector3 & getPositionWorldOnA() const
btVector3 m_relpos2CrossNormal
btTransform m_cachedWorldTransform
btScalar dot(const btQuaternion &q1, const btQuaternion &q2)
Calculate the dot product between two quaternions.
const btTransform & getWorldTransform() const
btVector3 & internalGetDeltaAngularVelocity()
void internalSetAppliedImpulse(btScalar appliedImpulse)
internal method used by the constraint solver, don't use them directly
void addBaseConstraintForce(const btVector3 &f)
btVector3 m_lateralFrictionDir2
btMultiBody * m_multiBody
btSimdScalar m_appliedPushImpulse
btScalar getDistance() const
const btVector3 & getBasePos() const
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
const btVector3 & getLinearFactor() const
T & expandNonInitializing()
btVector3 m_contactNormal1
void addBaseConstraintTorque(const btVector3 &t)
const btRigidBody & getRigidBodyB() const
static void applyAnisotropicFriction(btCollisionObject *colObj, btVector3 &frictionDirection, int frictionMode)
const btCollisionObject * getBody1() const
const btScalar * getVelocityVector() const
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btScalar m_combinedSpinningFriction
btMultiBodyJacobianData m_data
btScalar btCos(btScalar x)
btScalar btFabs(btScalar x)