/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 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. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ //#define COMPUTE_IMPULSE_DENOM 1 //It is not necessary (redundant) to refresh contact manifolds, this refresh has been moved to the collision algorithms. #include "btSequentialImpulseConstraintSolver.h" #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" #include "BulletDynamics/Dynamics/btRigidBody.h" #include "btContactConstraint.h" #include "btSolve2LinearConstraint.h" #include "btContactSolverInfo.h" #include "LinearMath/btIDebugDraw.h" #include "btJacobianEntry.h" #include "LinearMath/btMinMax.h" #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" #include #include "LinearMath/btStackAlloc.h" #include "LinearMath/btQuickprof.h" #include "btSolverBody.h" #include "btSolverConstraint.h" #include "LinearMath/btAlignedObjectArray.h" btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver() :m_btSeed2(0) { } btSequentialImpulseConstraintSolver::~btSequentialImpulseConstraintSolver() { } // Project Gauss Seidel or the equivalent Sequential Impulse void btSequentialImpulseConstraintSolver::resolveSingleConstraintRow(btSolverBody& body1,btSolverBody& body2,const btSolverConstraint& c) { float deltaImpulse; deltaImpulse = c.m_rhs-c.m_appliedImpulse*c.m_cfm; btScalar deltaVel1Dotn = c.m_contactNormal.dot(body1.m_deltaLinearVelocity) + c.m_relpos1CrossNormal.dot(body1.m_deltaAngularVelocity); btScalar deltaVel2Dotn = c.m_contactNormal.dot(body2.m_deltaLinearVelocity) + c.m_relpos2CrossNormal.dot(body2.m_deltaAngularVelocity); btScalar delta_rel_vel = deltaVel1Dotn-deltaVel2Dotn; deltaImpulse -= deltaVel1Dotn*c.m_jacDiagABInv; deltaImpulse += deltaVel2Dotn*c.m_jacDiagABInv; btScalar sum = c.m_appliedImpulse + deltaImpulse; if (sum < c.m_lowerLimit) { deltaImpulse = c.m_lowerLimit-c.m_appliedImpulse; c.m_appliedImpulse = c.m_lowerLimit; } else if (sum > c.m_upperLimit) { deltaImpulse = c.m_upperLimit-c.m_appliedImpulse; c.m_appliedImpulse = c.m_upperLimit; } else { c.m_appliedImpulse = sum; } body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse); body2.applyImpulse(c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,-deltaImpulse); } unsigned long btSequentialImpulseConstraintSolver::btRand2() { m_btSeed2 = (1664525L*m_btSeed2 + 1013904223L) & 0xffffffff; return m_btSeed2; } //See ODE: adam's all-int straightforward(?) dRandInt (0..n-1) int btSequentialImpulseConstraintSolver::btRandInt2 (int n) { // seems good; xor-fold and modulus const unsigned long un = static_cast(n); unsigned long r = btRand2(); // note: probably more aggressive than it needs to be -- might be // able to get away without one or two of the innermost branches. if (un <= 0x00010000UL) { r ^= (r >> 16); if (un <= 0x00000100UL) { r ^= (r >> 8); if (un <= 0x00000010UL) { r ^= (r >> 4); if (un <= 0x00000004UL) { r ^= (r >> 2); if (un <= 0x00000002UL) { r ^= (r >> 1); } } } } } return (int) (r % un); } void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject) { btRigidBody* rb = btRigidBody::upcast(collisionObject); solverBody->m_deltaLinearVelocity.setValue(0.f,0.f,0.f); solverBody->m_deltaAngularVelocity.setValue(0.f,0.f,0.f); if (rb) { solverBody->m_angularVelocity = rb->getAngularVelocity() ; solverBody->m_centerOfMassPosition = collisionObject->getWorldTransform().getOrigin(); solverBody->m_friction = collisionObject->getFriction(); solverBody->m_invMass = rb->getInvMass(); solverBody->m_linearVelocity = rb->getLinearVelocity(); solverBody->m_originalBody = rb; solverBody->m_angularFactor = rb->getAngularFactor(); } else { solverBody->m_angularVelocity.setValue(0,0,0); solverBody->m_centerOfMassPosition = collisionObject->getWorldTransform().getOrigin(); solverBody->m_friction = collisionObject->getFriction(); solverBody->m_invMass = 0.f; solverBody->m_linearVelocity.setValue(0,0,0); solverBody->m_originalBody = 0; solverBody->m_angularFactor = 1.f; } solverBody->m_pushVelocity.setValue(0.f,0.f,0.f); solverBody->m_turnVelocity.setValue(0.f,0.f,0.f); } int gNumSplitImpulseRecoveries = 0; btScalar btSequentialImpulseConstraintSolver::restitutionCurve(btScalar rel_vel, btScalar restitution) { btScalar rest = restitution * -rel_vel; return rest; } //SIMD_FORCE_INLINE void btSequentialImpulseConstraintSolver::resolveSplitPenetrationImpulseCacheFriendly( btSolverBody& body1, btSolverBody& body2, const btSolverConstraint& contactConstraint, const btContactSolverInfo& solverInfo) { (void)solverInfo; if (contactConstraint.m_penetration < solverInfo.m_splitImpulsePenetrationThreshold) { gNumSplitImpulseRecoveries++; btScalar normalImpulse; // Optimized version of projected relative velocity, use precomputed cross products with normal // body1.getVelocityInLocalPoint(contactConstraint.m_rel_posA,vel1); // body2.getVelocityInLocalPoint(contactConstraint.m_rel_posB,vel2); // btVector3 vel = vel1 - vel2; // btScalar rel_vel = contactConstraint.m_contactNormal.dot(vel); btScalar rel_vel; btScalar vel1Dotn = contactConstraint.m_contactNormal.dot(body1.m_pushVelocity) + contactConstraint.m_relpos1CrossNormal.dot(body1.m_turnVelocity); btScalar vel2Dotn = contactConstraint.m_contactNormal.dot(body2.m_pushVelocity) + contactConstraint.m_relpos2CrossNormal.dot(body2.m_turnVelocity); rel_vel = vel1Dotn-vel2Dotn; btScalar positionalError = -contactConstraint.m_penetration * solverInfo.m_erp2/solverInfo.m_timeStep; // btScalar positionalError = contactConstraint.m_penetration; btScalar velocityError = contactConstraint.m_restitution - rel_vel;// * damping; btScalar penetrationImpulse = positionalError * contactConstraint.m_jacDiagABInv; btScalar velocityImpulse = velocityError * contactConstraint.m_jacDiagABInv; normalImpulse = penetrationImpulse+velocityImpulse; // See Erin Catto's GDC 2006 paper: Clamp the accumulated impulse btScalar oldNormalImpulse = contactConstraint.m_appliedPushImpulse; btScalar sum = oldNormalImpulse + normalImpulse; contactConstraint.m_appliedPushImpulse = btScalar(0.) > sum ? btScalar(0.): sum; normalImpulse = contactConstraint.m_appliedPushImpulse - oldNormalImpulse; body1.internalApplyPushImpulse(contactConstraint.m_contactNormal*body1.m_invMass, contactConstraint.m_angularComponentA,normalImpulse); body2.internalApplyPushImpulse(contactConstraint.m_contactNormal*body2.m_invMass, contactConstraint.m_angularComponentB,-normalImpulse); } } //SIMD_FORCE_INLINE void btSequentialImpulseConstraintSolver::resolveSingleFrictionCacheFriendly( btSolverBody& body1, btSolverBody& body2, const btSolverConstraint& contactConstraint, const btContactSolverInfo& solverInfo, btScalar appliedNormalImpulse) { (void)solverInfo; const btScalar combinedFriction = contactConstraint.m_friction; const btScalar limit = appliedNormalImpulse * combinedFriction; if (appliedNormalImpulse>btScalar(0.)) //friction { btScalar j1; { #ifndef _USE_JACOBIAN btScalar rel_vel; const btScalar vel1Dotn = contactConstraint.m_contactNormal.dot(body1.m_linearVelocity) + contactConstraint.m_relpos1CrossNormal.dot(body1.m_angularVelocity); const btScalar vel2Dotn = contactConstraint.m_contactNormal.dot(body2.m_linearVelocity) + contactConstraint.m_relpos2CrossNormal.dot(body2.m_angularVelocity); rel_vel = vel1Dotn-vel2Dotn; #else btScalar rel_vel = contactConstraint.m_jac.getRelativeVelocity(body1.m_linearVelocity1+body1.m_deltaLinearVelocity,body1.m_angularVelocity1+body1.m_deltaAngularVelocity, body2.m_linearVelocity1+body2.m_deltaLinearVelocity,body2.m_angularVelocity1+body2.m_deltaAngularVelocity); #endif //_USE_JACOBIAN // calculate j that moves us to zero relative velocity j1 = -rel_vel * contactConstraint.m_jacDiagABInv; #define CLAMP_ACCUMULATED_FRICTION_IMPULSE 1 #ifdef CLAMP_ACCUMULATED_FRICTION_IMPULSE btScalar oldTangentImpulse = contactConstraint.m_appliedImpulse; contactConstraint.m_appliedImpulse = oldTangentImpulse + j1; if (limit < contactConstraint.m_appliedImpulse) { contactConstraint.m_appliedImpulse = limit; } else { if (contactConstraint.m_appliedImpulse < -limit) contactConstraint.m_appliedImpulse = -limit; } j1 = contactConstraint.m_appliedImpulse - oldTangentImpulse; #else if (limit < j1) { j1 = limit; } else { if (j1 < -limit) j1 = -limit; } #endif //CLAMP_ACCUMULATED_FRICTION_IMPULSE //GEN_set_min(contactConstraint.m_appliedImpulse, limit); //GEN_set_max(contactConstraint.m_appliedImpulse, -limit); } body1.applyImpulse(contactConstraint.m_contactNormal*body1.m_invMass,contactConstraint.m_angularComponentA,j1); body2.applyImpulse(contactConstraint.m_contactNormal*body2.m_invMass,contactConstraint.m_angularComponentB,-j1); } } btSolverConstraint& btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation) { btRigidBody* body0=btRigidBody::upcast(colObj0); btRigidBody* body1=btRigidBody::upcast(colObj1); btSolverConstraint& solverConstraint = m_tmpSolverFrictionConstraintPool.expand(); solverConstraint.m_contactNormal = normalAxis; solverConstraint.m_solverBodyIdA = solverBodyIdA; solverConstraint.m_solverBodyIdB = solverBodyIdB; solverConstraint.m_constraintType = btSolverConstraint::BT_SOLVER_FRICTION_1D; solverConstraint.m_frictionIndex = frictionIndex; solverConstraint.m_friction = cp.m_combinedFriction; solverConstraint.m_originalContactPoint = 0; solverConstraint.m_appliedImpulse = btScalar(0.); solverConstraint.m_appliedPushImpulse = 0.f; solverConstraint.m_penetration = 0.f; { btVector3 ftorqueAxis1 = rel_pos1.cross(solverConstraint.m_contactNormal); solverConstraint.m_relpos1CrossNormal = ftorqueAxis1; solverConstraint.m_angularComponentA = body0 ? body0->getInvInertiaTensorWorld()*ftorqueAxis1 : btVector3(0,0,0); } { btVector3 ftorqueAxis1 = rel_pos2.cross(solverConstraint.m_contactNormal); solverConstraint.m_relpos2CrossNormal = ftorqueAxis1; solverConstraint.m_angularComponentB = body1 ? body1->getInvInertiaTensorWorld()*ftorqueAxis1 : btVector3(0,0,0); } #ifdef COMPUTE_IMPULSE_DENOM btScalar denom0 = rb0->computeImpulseDenominator(pos1,solverConstraint.m_contactNormal); btScalar denom1 = rb1->computeImpulseDenominator(pos2,solverConstraint.m_contactNormal); #else btVector3 vec; btScalar denom0 = 0.f; btScalar denom1 = 0.f; if (body0) { vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); denom0 = body0->getInvMass() + normalAxis.dot(vec); } if (body1) { vec = ( solverConstraint.m_angularComponentB).cross(rel_pos2); denom1 = body1->getInvMass() + normalAxis.dot(vec); } #endif //COMPUTE_IMPULSE_DENOM btScalar denom = relaxation/(denom0+denom1); solverConstraint.m_jacDiagABInv = denom; #ifdef _USE_JACOBIAN solverConstraint.m_jac = btJacobianEntry ( rel_pos1,rel_pos2,solverConstraint.m_contactNormal, body0->getInvInertiaDiagLocal(), body0->getInvMass(), body1->getInvInertiaDiagLocal(), body1->getInvMass()); #endif //_USE_JACOBIAN return solverConstraint; } btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** /*bodies */,int /*numBodies */,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc) { BT_PROFILE("solveGroupCacheFriendlySetup"); (void)stackAlloc; (void)debugDrawer; if (!(numConstraints + numManifolds)) { // printf("empty\n"); return 0.f; } btPersistentManifold* manifold = 0; btCollisionObject* colObj0=0,*colObj1=0; //btRigidBody* rb0=0,*rb1=0; //if (1) { { int i; for (i=0;igetBody0(); colObj1 = (btCollisionObject*)manifold->getBody1(); int solverBodyIdA=-1; int solverBodyIdB=-1; if (manifold->getNumContacts()) { if (colObj0->getIslandTag() >= 0) { if (colObj0->getCompanionId() >= 0) { //body has already been converted solverBodyIdA = colObj0->getCompanionId(); } else { solverBodyIdA = m_tmpSolverBodyPool.size(); btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); initSolverBody(&solverBody,colObj0); colObj0->setCompanionId(solverBodyIdA); } } else { //create a static body solverBodyIdA = m_tmpSolverBodyPool.size(); btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); initSolverBody(&solverBody,colObj0); } if (colObj1->getIslandTag() >= 0) { if (colObj1->getCompanionId() >= 0) { solverBodyIdB = colObj1->getCompanionId(); } else { solverBodyIdB = m_tmpSolverBodyPool.size(); btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); initSolverBody(&solverBody,colObj1); colObj1->setCompanionId(solverBodyIdB); } } else { //create a static body solverBodyIdB = m_tmpSolverBodyPool.size(); btSolverBody& solverBody = m_tmpSolverBodyPool.expand(); initSolverBody(&solverBody,colObj1); } } btVector3 rel_pos1; btVector3 rel_pos2; btScalar relaxation; for (int j=0;jgetNumContacts();j++) { btManifoldPoint& cp = manifold->getContactPoint(j); ///this is a bad test and results in jitter -> always solve for those zero-distanc contacts! ///-> if (cp.getDistance() <= btScalar(0.)) { const btVector3& pos1 = cp.getPositionWorldOnA(); const btVector3& pos2 = cp.getPositionWorldOnB(); rel_pos1 = pos1 - colObj0->getWorldTransform().getOrigin(); rel_pos2 = pos2 - colObj1->getWorldTransform().getOrigin(); relaxation = 1.f; btScalar rel_vel; btVector3 vel; int frictionIndex = m_tmpSolverConstraintPool.size(); { btSolverConstraint& solverConstraint = m_tmpSolverConstraintPool.expand(); btRigidBody* rb0 = btRigidBody::upcast(colObj0); btRigidBody* rb1 = btRigidBody::upcast(colObj1); solverConstraint.m_solverBodyIdA = solverBodyIdA; solverConstraint.m_solverBodyIdB = solverBodyIdB; solverConstraint.m_constraintType = btSolverConstraint::BT_SOLVER_CONTACT_1D; solverConstraint.m_originalContactPoint = &cp; btVector3 torqueAxis0 = rel_pos1.cross(cp.m_normalWorldOnB); solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0 : btVector3(0,0,0); btVector3 torqueAxis1 = rel_pos2.cross(cp.m_normalWorldOnB); solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*torqueAxis1 : btVector3(0,0,0); { #ifdef COMPUTE_IMPULSE_DENOM btScalar denom0 = rb0->computeImpulseDenominator(pos1,cp.m_normalWorldOnB); btScalar denom1 = rb1->computeImpulseDenominator(pos2,cp.m_normalWorldOnB); #else btVector3 vec; btScalar denom0 = 0.f; btScalar denom1 = 0.f; if (rb0) { vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); denom0 = rb0->getInvMass() + cp.m_normalWorldOnB.dot(vec); } if (rb1) { vec = ( solverConstraint.m_angularComponentB).cross(rel_pos2); denom1 = rb1->getInvMass() + cp.m_normalWorldOnB.dot(vec); } #endif //COMPUTE_IMPULSE_DENOM btScalar denom = relaxation/(denom0+denom1); solverConstraint.m_jacDiagABInv = denom; } solverConstraint.m_contactNormal = cp.m_normalWorldOnB; solverConstraint.m_relpos1CrossNormal = rel_pos1.cross(cp.m_normalWorldOnB); solverConstraint.m_relpos2CrossNormal = rel_pos2.cross(cp.m_normalWorldOnB); btVector3 vel1 = rb0 ? rb0->getVelocityInLocalPoint(rel_pos1) : btVector3(0,0,0); btVector3 vel2 = rb1 ? rb1->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0); vel = vel1 - vel2; rel_vel = cp.m_normalWorldOnB.dot(vel); solverConstraint.m_penetration = cp.getDistance()+infoGlobal.m_linearSlop; //solverConstraint.m_penetration = cp.getDistance(); solverConstraint.m_friction = cp.m_combinedFriction; if (cp.m_lifeTime>infoGlobal.m_restingContactRestitutionThreshold) { solverConstraint.m_restitution = 0.f; } else { solverConstraint.m_restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution); if (solverConstraint.m_restitution <= btScalar(0.)) { solverConstraint.m_restitution = 0.f; }; } ///warm starting (or zero if disabled) if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) { solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor; if (rb0) m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse); if (rb1) m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass(),solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse); } else { solverConstraint.m_appliedImpulse = 0.f; } solverConstraint.m_appliedPushImpulse = 0.f; { btScalar rel_vel; btScalar vel1Dotn = solverConstraint.m_contactNormal.dot(rb0?rb0->getLinearVelocity():btVector3(0,0,0)) + solverConstraint.m_relpos1CrossNormal.dot(rb0?rb0->getAngularVelocity():btVector3(0,0,0)); btScalar vel2Dotn = solverConstraint.m_contactNormal.dot(rb1?rb1->getLinearVelocity():btVector3(0,0,0)) + solverConstraint.m_relpos2CrossNormal.dot(rb1?rb1->getAngularVelocity():btVector3(0,0,0)); rel_vel = vel1Dotn-vel2Dotn; btScalar positionalError = 0.f; positionalError = -solverConstraint.m_penetration * infoGlobal.m_erp/infoGlobal.m_timeStep; btScalar velocityError = solverConstraint.m_restitution - rel_vel;// * damping; btScalar penetrationImpulse = positionalError * solverConstraint.m_jacDiagABInv; btScalar velocityImpulse = velocityError * solverConstraint.m_jacDiagABInv; solverConstraint.m_rhs = (penetrationImpulse+velocityImpulse); solverConstraint.m_cfm = 0.f; solverConstraint.m_lowerLimit = 0; solverConstraint.m_upperLimit = 1e30f; } #ifdef _USE_JACOBIAN solverConstraint.m_jac = btJacobianEntry ( rel_pos1,rel_pos2,cp.m_normalWorldOnB, rb0->getInvInertiaDiagLocal(), rb0->getInvMass(), rb1->getInvInertiaDiagLocal(), rb1->getInvMass()); #endif //_USE_JACOBIAN /////setup the friction constraints if (1) { solverConstraint.m_frictionIndex = m_tmpSolverFrictionConstraintPool.size(); if (!cp.m_lateralFrictionInitialized) { cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel; btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2(); if (lat_rel_vel > SIMD_EPSILON)//0.0f) { cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel); addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); if(infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) { cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB); cp.m_lateralFrictionDir2.normalize();//?? addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); cp.m_lateralFrictionInitialized = true; } } else { //re-calculate friction direction every frame, todo: check if this is really needed btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2); addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) { cp.m_lateralFrictionInitialized = true; } } } else { addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation); } if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) { { btSolverConstraint& frictionConstraint1 = m_tmpSolverFrictionConstraintPool[solverConstraint.m_frictionIndex]; if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) { frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor; if (rb0) m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse); if (rb1) m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass(),frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse); } else { frictionConstraint1.m_appliedImpulse = 0.f; } } { btSolverConstraint& frictionConstraint2 = m_tmpSolverFrictionConstraintPool[solverConstraint.m_frictionIndex+1]; if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) { frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor; if (rb0) m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint2.m_contactNormal*rb0->getInvMass(),frictionConstraint2.m_angularComponentA,frictionConstraint2.m_appliedImpulse); if (rb1) m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint2.m_contactNormal*rb1->getInvMass(),frictionConstraint2.m_angularComponentB,-frictionConstraint2.m_appliedImpulse); } else { frictionConstraint2.m_appliedImpulse = 0.f; } } } } } } } } } } btContactSolverInfo info = infoGlobal; { int j; for (j=0;jbuildJacobian(); } } int numConstraintPool = m_tmpSolverConstraintPool.size(); int numFrictionPool = m_tmpSolverFrictionConstraintPool.size(); ///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints m_orderTmpConstraintPool.resize(numConstraintPool); m_orderFrictionConstraintPool.resize(numFrictionPool); { int i; for (i=0;igetRigidBodyA().getIslandTag() >= 0) && (constraint->getRigidBodyA().getCompanionId() >= 0)) { m_tmpSolverBodyPool[constraint->getRigidBodyA().getCompanionId()].writebackVelocity(); } if ((constraint->getRigidBodyB().getIslandTag() >= 0) && (constraint->getRigidBodyB().getCompanionId() >= 0)) { m_tmpSolverBodyPool[constraint->getRigidBodyB().getCompanionId()].writebackVelocity(); } constraint->solveConstraint(infoGlobal.m_timeStep); if ((constraint->getRigidBodyA().getIslandTag() >= 0) && (constraint->getRigidBodyA().getCompanionId() >= 0)) { m_tmpSolverBodyPool[constraint->getRigidBodyA().getCompanionId()].readVelocity(); } if ((constraint->getRigidBodyB().getIslandTag() >= 0) && (constraint->getRigidBodyB().getCompanionId() >= 0)) { m_tmpSolverBodyPool[constraint->getRigidBodyB().getCompanionId()].readVelocity(); } } { int numPoolConstraints = m_tmpSolverConstraintPool.size(); for (j=0;jm_appliedImpulse = solveManifold.m_appliedImpulse; if (infoGlobal.m_solverMode & SOLVER_USE_FRICTION_WARMSTARTING) { pt->m_appliedImpulseLateral1 = m_tmpSolverFrictionConstraintPool[solveManifold.m_frictionIndex].m_appliedImpulse; pt->m_appliedImpulseLateral2 = m_tmpSolverFrictionConstraintPool[solveManifold.m_frictionIndex+1].m_appliedImpulse; } //do a callback here? } if (infoGlobal.m_splitImpulse) { for ( i=0;i