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Viewing changes to tests/bullet/src/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h

  • Committer: Package Import Robot
  • Author(s): Sylvestre Ledru
  • Date: 2013-05-02 13:11:51 UTC
  • Revision ID: package-import@ubuntu.com-20130502131151-q8dvteqr1ef2x7xz
Tags: upstream-1.4.1~20130504~adb56cb
ImportĀ upstreamĀ versionĀ 1.4.1~20130504~adb56cb

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/*
 
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Bullet Continuous Collision Detection and Physics Library
 
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Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
 
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This software is provided 'as-is', without any express or implied warranty.
 
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In no event will the authors be held liable for any damages arising from the use of this software.
 
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Permission is granted to anyone to use this software for any purpose, 
 
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including commercial applications, and to alter it and redistribute it freely, 
 
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subject to the following restrictions:
 
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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.
 
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
 
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3. This notice may not be removed or altered from any source distribution.
 
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*/
 
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#ifndef BT_MANIFOLD_CONTACT_POINT_H
 
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#define BT_MANIFOLD_CONTACT_POINT_H
 
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#include "LinearMath/btVector3.h"
 
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#include "LinearMath/btTransformUtil.h"
 
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#ifdef PFX_USE_FREE_VECTORMATH
 
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        #include "physics_effects/base_level/solver/pfx_constraint_row.h"
 
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typedef sce::PhysicsEffects::PfxConstraintRow btConstraintRow;
 
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#else
 
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        // Don't change following order of parameters
 
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        ATTRIBUTE_ALIGNED16(struct) btConstraintRow {
 
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                btScalar m_normal[3];
 
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                btScalar m_rhs;
 
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                btScalar m_jacDiagInv;
 
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                btScalar m_lowerLimit;
 
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                btScalar m_upperLimit;
 
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                btScalar m_accumImpulse;
 
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        };
 
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        typedef btConstraintRow PfxConstraintRow;
 
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#endif //PFX_USE_FREE_VECTORMATH
 
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/// ManifoldContactPoint collects and maintains persistent contactpoints.
 
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/// used to improve stability and performance of rigidbody dynamics response.
 
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class btManifoldPoint
 
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        {
 
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                public:
 
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                        btManifoldPoint()
 
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                                :m_userPersistentData(0),
 
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                                m_appliedImpulse(0.f),
 
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                                m_lateralFrictionInitialized(false),
 
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                                m_appliedImpulseLateral1(0.f),
 
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                                m_appliedImpulseLateral2(0.f),
 
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                                m_contactMotion1(0.f),
 
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                                m_contactMotion2(0.f),
 
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                                m_contactCFM1(0.f),
 
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                                m_contactCFM2(0.f),
 
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                                m_lifeTime(0)
 
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                        {
 
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                        }
 
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                        btManifoldPoint( const btVector3 &pointA, const btVector3 &pointB, 
 
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                                        const btVector3 &normal, 
 
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                                        btScalar distance ) :
 
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                                        m_localPointA( pointA ), 
 
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                                        m_localPointB( pointB ), 
 
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                                        m_normalWorldOnB( normal ), 
 
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                                        m_distance1( distance ),
 
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                                        m_combinedFriction(btScalar(0.)),
 
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                                        m_combinedRestitution(btScalar(0.)),
 
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                                        m_userPersistentData(0),
 
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                                        m_appliedImpulse(0.f),
 
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                                        m_lateralFrictionInitialized(false),
 
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                                        m_appliedImpulseLateral1(0.f),
 
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                                        m_appliedImpulseLateral2(0.f),
 
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                                        m_contactMotion1(0.f),
 
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                                        m_contactMotion2(0.f),
 
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                                        m_contactCFM1(0.f),
 
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                                        m_contactCFM2(0.f),
 
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                                        m_lifeTime(0)
 
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                        {
 
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                                mConstraintRow[0].m_accumImpulse = 0.f;
 
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                                mConstraintRow[1].m_accumImpulse = 0.f;
 
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                                mConstraintRow[2].m_accumImpulse = 0.f;
 
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                        }
 
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                        btVector3 m_localPointA;                        
 
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                        btVector3 m_localPointB;                        
 
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                        btVector3       m_positionWorldOnB;
 
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                        ///m_positionWorldOnA is redundant information, see getPositionWorldOnA(), but for clarity
 
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                        btVector3       m_positionWorldOnA;
 
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                        btVector3 m_normalWorldOnB;
 
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                        btScalar        m_distance1;
 
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                        btScalar        m_combinedFriction;
 
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                        btScalar        m_combinedRestitution;
 
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         //BP mod, store contact triangles.
 
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         int       m_partId0;
 
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         int      m_partId1;
 
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         int      m_index0;
 
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         int      m_index1;
 
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                        mutable void*   m_userPersistentData;
 
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                        btScalar                m_appliedImpulse;
 
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                        bool                    m_lateralFrictionInitialized;
 
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                        btScalar                m_appliedImpulseLateral1;
 
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                        btScalar                m_appliedImpulseLateral2;
 
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                        btScalar                m_contactMotion1;
 
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                        btScalar                m_contactMotion2;
 
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                        btScalar                m_contactCFM1;
 
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                        btScalar                m_contactCFM2;
 
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                        int                             m_lifeTime;//lifetime of the contactpoint in frames
 
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                        btVector3               m_lateralFrictionDir1;
 
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                        btVector3               m_lateralFrictionDir2;
 
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                        btConstraintRow mConstraintRow[3];
 
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                        btScalar getDistance() const
 
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                        {
 
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                                return m_distance1;
 
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                        }
 
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                        int     getLifeTime() const
 
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                        {
 
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                                return m_lifeTime;
 
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                        }
 
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                        const btVector3& getPositionWorldOnA() const {
 
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                                return m_positionWorldOnA;
 
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//                              return m_positionWorldOnB + m_normalWorldOnB * m_distance1;
 
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                        }
 
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                        const btVector3& getPositionWorldOnB() const
 
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                        {
 
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                                return m_positionWorldOnB;
 
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                        }
 
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                        void    setDistance(btScalar dist)
 
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                        {
 
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                                m_distance1 = dist;
 
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                        }
 
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                        ///this returns the most recent applied impulse, to satisfy contact constraints by the constraint solver
 
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                        btScalar        getAppliedImpulse() const
 
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                        {
 
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                                return m_appliedImpulse;
 
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                        }
 
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        };
 
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#endif //BT_MANIFOLD_CONTACT_POINT_H