1 
2 
3 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
4 #include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
5 #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
6 
7 void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q);
b3PlaneSpace1(b3Float4ConstArg n,b3Float4 * p,b3Float4 * q)8 void b3PlaneSpace1(b3Float4ConstArg n, b3Float4* p, b3Float4* q)
9 {
10 	if (b3Fabs(n.z) > 0.70710678f)
11 	{
12 		// choose p in y-z plane
13 		float a = n.y * n.y + n.z * n.z;
14 		float k = 1.f / sqrt(a);
15 		p[0].x = 0;
16 		p[0].y = -n.z * k;
17 		p[0].z = n.y * k;
18 		// set q = n x p
19 		q[0].x = a * k;
20 		q[0].y = -n.x * p[0].z;
21 		q[0].z = n.x * p[0].y;
22 	}
23 	else
24 	{
25 		// choose p in x-y plane
26 		float a = n.x * n.x + n.y * n.y;
27 		float k = 1.f / sqrt(a);
28 		p[0].x = -n.y * k;
29 		p[0].y = n.x * k;
30 		p[0].z = 0;
31 		// set q = n x p
32 		q[0].x = -n.z * p[0].y;
33 		q[0].y = n.z * p[0].x;
34 		q[0].z = a * k;
35 	}
36 }
37 
setLinearAndAngular(b3Float4ConstArg n,b3Float4ConstArg r0,b3Float4ConstArg r1,b3Float4 * linear,b3Float4 * angular0,b3Float4 * angular1)38 void setLinearAndAngular(b3Float4ConstArg n, b3Float4ConstArg r0, b3Float4ConstArg r1, b3Float4* linear, b3Float4* angular0, b3Float4* angular1)
39 {
40 	*linear = b3MakeFloat4(n.x, n.y, n.z, 0.f);
41 	*angular0 = b3Cross3(r0, n);
42 	*angular1 = -b3Cross3(r1, n);
43 }
44 
calcRelVel(b3Float4ConstArg l0,b3Float4ConstArg l1,b3Float4ConstArg a0,b3Float4ConstArg a1,b3Float4ConstArg linVel0,b3Float4ConstArg angVel0,b3Float4ConstArg linVel1,b3Float4ConstArg angVel1)45 float calcRelVel(b3Float4ConstArg l0, b3Float4ConstArg l1, b3Float4ConstArg a0, b3Float4ConstArg a1, b3Float4ConstArg linVel0,
46 				 b3Float4ConstArg angVel0, b3Float4ConstArg linVel1, b3Float4ConstArg angVel1)
47 {
48 	return b3Dot3F4(l0, linVel0) + b3Dot3F4(a0, angVel0) + b3Dot3F4(l1, linVel1) + b3Dot3F4(a1, angVel1);
49 }
50 
calcJacCoeff(b3Float4ConstArg linear0,b3Float4ConstArg linear1,b3Float4ConstArg angular0,b3Float4ConstArg angular1,float invMass0,const b3Mat3x3 * invInertia0,float invMass1,const b3Mat3x3 * invInertia1)51 float calcJacCoeff(b3Float4ConstArg linear0, b3Float4ConstArg linear1, b3Float4ConstArg angular0, b3Float4ConstArg angular1,
52 				   float invMass0, const b3Mat3x3* invInertia0, float invMass1, const b3Mat3x3* invInertia1)
53 {
54 	//	linear0,1 are normlized
55 	float jmj0 = invMass0;  //b3Dot3F4(linear0, linear0)*invMass0;
56 	float jmj1 = b3Dot3F4(mtMul3(angular0, *invInertia0), angular0);
57 	float jmj2 = invMass1;  //b3Dot3F4(linear1, linear1)*invMass1;
58 	float jmj3 = b3Dot3F4(mtMul3(angular1, *invInertia1), angular1);
59 	return -1.f / (jmj0 + jmj1 + jmj2 + jmj3);
60 }
61 
setConstraint4(b3Float4ConstArg posA,b3Float4ConstArg linVelA,b3Float4ConstArg angVelA,float invMassA,b3Mat3x3ConstArg invInertiaA,b3Float4ConstArg posB,b3Float4ConstArg linVelB,b3Float4ConstArg angVelB,float invMassB,b3Mat3x3ConstArg invInertiaB,__global struct b3Contact4Data * src,float dt,float positionDrift,float positionConstraintCoeff,b3ContactConstraint4_t * dstC)62 void setConstraint4(b3Float4ConstArg posA, b3Float4ConstArg linVelA, b3Float4ConstArg angVelA, float invMassA, b3Mat3x3ConstArg invInertiaA,
63 					b3Float4ConstArg posB, b3Float4ConstArg linVelB, b3Float4ConstArg angVelB, float invMassB, b3Mat3x3ConstArg invInertiaB,
64 					__global struct b3Contact4Data* src, float dt, float positionDrift, float positionConstraintCoeff,
65 					b3ContactConstraint4_t* dstC)
66 {
67 	dstC->m_bodyA = abs(src->m_bodyAPtrAndSignBit);
68 	dstC->m_bodyB = abs(src->m_bodyBPtrAndSignBit);
69 
70 	float dtInv = 1.f / dt;
71 	for (int ic = 0; ic < 4; ic++)
72 	{
73 		dstC->m_appliedRambdaDt[ic] = 0.f;
74 	}
75 	dstC->m_fJacCoeffInv[0] = dstC->m_fJacCoeffInv[1] = 0.f;
76 
77 	dstC->m_linear = src->m_worldNormalOnB;
78 	dstC->m_linear.w = 0.7f;  //src->getFrictionCoeff() );
79 	for (int ic = 0; ic < 4; ic++)
80 	{
81 		b3Float4 r0 = src->m_worldPosB[ic] - posA;
82 		b3Float4 r1 = src->m_worldPosB[ic] - posB;
83 
84 		if (ic >= src->m_worldNormalOnB.w)  //npoints
85 		{
86 			dstC->m_jacCoeffInv[ic] = 0.f;
87 			continue;
88 		}
89 
90 		float relVelN;
91 		{
92 			b3Float4 linear, angular0, angular1;
93 			setLinearAndAngular(src->m_worldNormalOnB, r0, r1, &linear, &angular0, &angular1);
94 
95 			dstC->m_jacCoeffInv[ic] = calcJacCoeff(linear, -linear, angular0, angular1,
96 												   invMassA, &invInertiaA, invMassB, &invInertiaB);
97 
98 			relVelN = calcRelVel(linear, -linear, angular0, angular1,
99 								 linVelA, angVelA, linVelB, angVelB);
100 
101 			float e = 0.f;  //src->getRestituitionCoeff();
102 			if (relVelN * relVelN < 0.004f) e = 0.f;
103 
104 			dstC->m_b[ic] = e * relVelN;
105 			//float penetration = src->m_worldPosB[ic].w;
106 			dstC->m_b[ic] += (src->m_worldPosB[ic].w + positionDrift) * positionConstraintCoeff * dtInv;
107 			dstC->m_appliedRambdaDt[ic] = 0.f;
108 		}
109 	}
110 
111 	if (src->m_worldNormalOnB.w > 0)  //npoints
112 	{                                 //	prepare friction
113 		b3Float4 center = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);
114 		for (int i = 0; i < src->m_worldNormalOnB.w; i++)
115 			center += src->m_worldPosB[i];
116 		center /= (float)src->m_worldNormalOnB.w;
117 
118 		b3Float4 tangent[2];
119 		b3PlaneSpace1(src->m_worldNormalOnB, &tangent[0], &tangent[1]);
120 
121 		b3Float4 r[2];
122 		r[0] = center - posA;
123 		r[1] = center - posB;
124 
125 		for (int i = 0; i < 2; i++)
126 		{
127 			b3Float4 linear, angular0, angular1;
128 			setLinearAndAngular(tangent[i], r[0], r[1], &linear, &angular0, &angular1);
129 
130 			dstC->m_fJacCoeffInv[i] = calcJacCoeff(linear, -linear, angular0, angular1,
131 												   invMassA, &invInertiaA, invMassB, &invInertiaB);
132 			dstC->m_fAppliedRambdaDt[i] = 0.f;
133 		}
134 		dstC->m_center = center;
135 	}
136 
137 	for (int i = 0; i < 4; i++)
138 	{
139 		if (i < src->m_worldNormalOnB.w)
140 		{
141 			dstC->m_worldPos[i] = src->m_worldPosB[i];
142 		}
143 		else
144 		{
145 			dstC->m_worldPos[i] = b3MakeFloat4(0.f, 0.f, 0.f, 0.f);
146 		}
147 	}
148 }
149