Bullet Collision Detection & Physics Library
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original version written by Erwin Coumans, October 2013 More...
#include <btLemkeSolver.h>
Public Member Functions | |
btLemkeSolver () | |
virtual bool | solveMLCP (const btMatrixXu &A, const btVectorXu &b, btVectorXu &x, const btVectorXu &lo, const btVectorXu &hi, const btAlignedObjectArray< int > &limitDependency, int numIterations, bool useSparsity=true) |
Public Member Functions inherited from btMLCPSolverInterface | |
virtual | ~btMLCPSolverInterface () |
virtual bool | solveMLCP (const btMatrixXu &A, const btVectorXu &b, btVectorXu &x, const btVectorXu &lo, const btVectorXu &hi, const btAlignedObjectArray< int > &limitDependency, int numIterations, bool useSparsity=true)=0 |
Public Attributes | |
btScalar | m_maxValue |
int | m_debugLevel |
int | m_maxLoops |
bool | m_useLoHighBounds |
original version written by Erwin Coumans, October 2013
The btLemkeSolver is based on "Fast Implementation of Lemkeās Algorithm for Rigid Body Contact Simulation (John E. Lloyd) " It is a slower but more accurate solver. Increase the m_maxLoops for better convergence, at the cost of more CPU time. The original implementation of the btLemkeAlgorithm was done by Kilian Grundl from the MBSim team
Definition at line 26 of file btLemkeSolver.h.
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inline |
Definition at line 35 of file btLemkeSolver.h.
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inlinevirtual |
Implements btMLCPSolverInterface.
Definition at line 42 of file btLemkeSolver.h.
int btLemkeSolver::m_debugLevel |
Definition at line 31 of file btLemkeSolver.h.
int btLemkeSolver::m_maxLoops |
Definition at line 32 of file btLemkeSolver.h.
btScalar btLemkeSolver::m_maxValue |
Definition at line 30 of file btLemkeSolver.h.
bool btLemkeSolver::m_useLoHighBounds |
Definition at line 33 of file btLemkeSolver.h.