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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2013 Erwin Coumans http://github.com/erwincoumans/bullet3
- 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.
- */
- #ifndef B3_GPU_SOLVER_CONSTRAINT_H
- #define B3_GPU_SOLVER_CONSTRAINT_H
- #include "Bullet3Common/b3Vector3.h"
- #include "Bullet3Common/b3Matrix3x3.h"
- //#include "b3JacobianEntry.h"
- #include "Bullet3Common/b3AlignedObjectArray.h"
- //#define NO_FRICTION_TANGENTIALS 1
- ///1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and friction constraints.
- B3_ATTRIBUTE_ALIGNED16(struct)
- b3GpuSolverConstraint
- {
- B3_DECLARE_ALIGNED_ALLOCATOR();
- b3Vector3 m_relpos1CrossNormal;
- b3Vector3 m_contactNormal;
- b3Vector3 m_relpos2CrossNormal;
- //b3Vector3 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal
- b3Vector3 m_angularComponentA;
- b3Vector3 m_angularComponentB;
- mutable b3Scalar m_appliedPushImpulse;
- mutable b3Scalar m_appliedImpulse;
- int m_padding1;
- int m_padding2;
- b3Scalar m_friction;
- b3Scalar m_jacDiagABInv;
- b3Scalar m_rhs;
- b3Scalar m_cfm;
- b3Scalar m_lowerLimit;
- b3Scalar m_upperLimit;
- b3Scalar m_rhsPenetration;
- union {
- void* m_originalContactPoint;
- int m_originalConstraintIndex;
- b3Scalar m_unusedPadding4;
- };
- int m_overrideNumSolverIterations;
- int m_frictionIndex;
- int m_solverBodyIdA;
- int m_solverBodyIdB;
- enum b3SolverConstraintType
- {
- B3_SOLVER_CONTACT_1D = 0,
- B3_SOLVER_FRICTION_1D
- };
- };
- typedef b3AlignedObjectArray<b3GpuSolverConstraint> b3GpuConstraintArray;
- #endif //B3_GPU_SOLVER_CONSTRAINT_H
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