52 for (
int j=0; j<numNonContactPool; ++j) {
62 for (
int j=0; j<numConstraintPool; ++j) {
69 for (
int j=0; j<numFrictionPool; ++j) {
89 deltaflengthsqr += deltaf * deltaf;
134 for (
int j=0;j<numConstraints;j++)
136 if (constraints[j]->isEnabled())
152 for (
int c=0;c<numPoolConstraints;c++)
160 deltaflengthsqr += deltaf*deltaf;
163 bool applyFriction =
true;
176 deltaflengthsqr += deltaf*deltaf;
193 deltaflengthsqr += deltaf*deltaf;
208 for (j=0;j<numPoolConstraints;j++)
213 deltaflengthsqr += deltaf*deltaf;
221 for (j=0;j<numFrictionPoolConstraints;j++)
233 deltaflengthsqr += deltaf*deltaf;
242 for (
int j=0;j<numRollingFrictionPoolConstraints;j++)
249 btScalar rollingFrictionMagnitude = rollingFrictionConstraint.
m_friction*totalImpulse;
250 if (rollingFrictionMagnitude>rollingFrictionConstraint.
m_friction)
251 rollingFrictionMagnitude = rollingFrictionConstraint.
m_friction;
253 rollingFrictionConstraint.
m_lowerLimit = -rollingFrictionMagnitude;
254 rollingFrictionConstraint.
m_upperLimit = rollingFrictionMagnitude;
258 deltaflengthsqr += deltaf*deltaf;
355 return deltaflengthsqr;
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
int m_overrideNumSolverIterations
btConstraintArray m_tmpSolverContactFrictionConstraintPool
btConstraintArray m_tmpSolverContactRollingFrictionConstraintPool
void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
btAlignedObjectArray< btScalar > m_pCRF
virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...
void resizeNoInitialize(int newsize)
resize changes the number of elements in the array.
virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)
btAlignedObjectArray< btScalar > m_pNC
btAlignedObjectArray< int > m_orderTmpConstraintPool
btScalar m_deltafLengthSqrPrev
btScalar resolveSingleConstraintRowLowerLimit(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
bool m_onlyForNoneContact
int getOrInitSolverBody(btCollisionObject &body, btScalar timeStep)
btVector3 m_angularComponentA
btAlignedObjectArray< btSolverBody > m_tmpSolverBodyPool
btAlignedObjectArray< btScalar > m_deltafCRF
int size() const
return the number of elements in the array
btConstraintArray m_tmpSolverContactConstraintPool
btCollisionObject can be used to manage collision detection objects.
btAlignedObjectArray< btScalar > m_deltafC
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
btVector3 m_angularComponentB
const btVector3 & internalGetInvMass() const
virtual void solveConstraintObsolete(btSolverBody &, btSolverBody &, btScalar)
internal method used by the constraint solver, don't use them directly
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
virtual btScalar solveSingleIteration(int iteration, btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
TypedConstraint is the baseclass for Bullet constraints and vehicles.
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
btAlignedObjectArray< btScalar > m_deltafCF
btAlignedObjectArray< btScalar > m_deltafNC
btVector3 m_contactNormal1
btAlignedObjectArray< int > m_orderFrictionConstraintPool
btAlignedObjectArray< btScalar > m_pC
btAlignedObjectArray< int > m_orderNonContactConstraintPool
btAlignedObjectArray< btScalar > m_pCF
btSimdScalar m_appliedImpulse
btScalar resolveSingleConstraintRowGeneric(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)
virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)
btConstraintArray m_tmpSolverNonContactConstraintPool
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btVector3 m_contactNormal2