Bullet Collision Detection & Physics Library
btMultiBodyConstraintSolver.h
Go to the documentation of this file.
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2013 Erwin Coumans http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_MULTIBODY_CONSTRAINT_SOLVER_H
17#define BT_MULTIBODY_CONSTRAINT_SOLVER_H
18
21
22#define DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS
23
24class btMultiBody;
25
27
30{
31protected:
33
38
40
41 //temp storage for multi body constraints for a specific island/group called by 'solveGroup'
44
45 btScalar resolveSingleConstraintRowGeneric(const btMultiBodySolverConstraint& c);
46
47 //solve 2 friction directions and clamp against the implicit friction cone
48 btScalar resolveConeFrictionConstraintRows(const btMultiBodySolverConstraint& cA1, const btMultiBodySolverConstraint& cB);
49
50 void convertContacts(btPersistentManifold * *manifoldPtr, int numManifolds, const btContactSolverInfo& infoGlobal);
51
52 btMultiBodySolverConstraint& addMultiBodyFrictionConstraint(const btVector3& normalAxis, const btScalar& appliedImpulse, btPersistentManifold* manifold, int frictionIndex, btManifoldPoint& cp, btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity = 0, btScalar cfmSlip = 0);
53
54 btMultiBodySolverConstraint& addMultiBodyTorsionalFrictionConstraint(const btVector3& normalAxis, btPersistentManifold* manifold, int frictionIndex, btManifoldPoint& cp,
55 btScalar combinedTorsionalFriction,
56 btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity = 0, btScalar cfmSlip = 0);
57
58 btMultiBodySolverConstraint& addMultiBodySpinningFrictionConstraint(const btVector3& normalAxis, btPersistentManifold* manifold, int frictionIndex, btManifoldPoint& cp,
59 btScalar combinedTorsionalFriction,
60 btCollisionObject* colObj0, btCollisionObject* colObj1, btScalar relaxation, const btContactSolverInfo& infoGlobal, btScalar desiredVelocity = 0, btScalar cfmSlip = 0);
61
63 btScalar * jacA, btScalar * jacB,
64 btScalar penetration, btScalar combinedFrictionCoeff, btScalar combinedRestitutionCoeff,
65 const btContactSolverInfo& infoGlobal);
66
67 void setupMultiBodyContactConstraint(btMultiBodySolverConstraint & solverConstraint,
68 const btVector3& contactNormal,
69 const btScalar& appliedImpulse,
71 const btContactSolverInfo& infoGlobal,
72 btScalar& relaxation,
73 bool isFriction, btScalar desiredVelocity = 0, btScalar cfmSlip = 0);
74
75 //either rolling or spinning friction
76 void setupMultiBodyTorsionalFrictionConstraint(btMultiBodySolverConstraint & solverConstraint,
77 const btVector3& contactNormal,
79 btScalar combinedTorsionalFriction,
80 const btContactSolverInfo& infoGlobal,
81 btScalar& relaxation,
82 bool isFriction, btScalar desiredVelocity = 0, btScalar cfmSlip = 0);
83
84 void convertMultiBodyContact(btPersistentManifold * manifold, const btContactSolverInfo& infoGlobal);
85 virtual btScalar solveGroupCacheFriendlySetup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer);
86 // virtual btScalar solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer);
87 virtual btScalar solveSingleIteration(int iteration, btCollisionObject** bodies, int numBodies, btPersistentManifold** manifoldPtr, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& infoGlobal, btIDebugDraw* debugDrawer);
88 void applyDeltaVee(btScalar * deltaV, btScalar impulse, int velocityIndex, int ndof);
89 void writeBackSolverBodyToMultiBody(btMultiBodySolverConstraint & constraint, btScalar deltaTime);
90
91public:
93
95 virtual btScalar solveGroup(btCollisionObject * *bodies, int numBodies, btPersistentManifold** manifold, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& info, btIDebugDraw* debugDrawer, btDispatcher* dispatcher);
96 virtual btScalar solveGroupCacheFriendlyFinish(btCollisionObject * *bodies, int numBodies, const btContactSolverInfo& infoGlobal);
97
98 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);
99};
100
101#endif //BT_MULTIBODY_CONSTRAINT_SOLVER_H
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:99
btCollisionObject can be used to manage collision detection objects.
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
Definition: btDispatcher.h:77
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
Definition: btIDebugDraw.h:27
ManifoldContactPoint collects and maintains persistent contactpoints.
btMultiBodyConstraint ** m_tmpMultiBodyConstraints
btMultiBodyConstraintArray m_multiBodyTorsionalFrictionContactConstraints
btMultiBodyConstraintArray m_multiBodyNormalContactConstraints
btMultiBodyConstraintArray m_multiBodySpinningFrictionContactConstraints
btMultiBodyConstraintArray m_multiBodyFrictionContactConstraints
void setupMultiBodyJointLimitConstraint(btMultiBodySolverConstraint &constraintRow, btScalar *jacA, btScalar *jacB, btScalar penetration, btScalar combinedFrictionCoeff, btScalar combinedRestitutionCoeff, const btContactSolverInfo &infoGlobal)
btMultiBodyConstraintArray m_multiBodyNonContactConstraints
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (...
TypedConstraint is the baseclass for Bullet constraints and vehicles.
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
1D constraint along a normal axis between bodyA and bodyB. It can be combined to solve contact and fr...