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99acec63f1
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc. We need a recent master commit for some new features that we use in Godot (see #25543 and #28909). To avoid warnings generated by Bullet headers included in our own module, we include those headers with -isystem on GCC and Clang. Fixes #29503.
188 lines
6.4 KiB
C++
188 lines
6.4 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2018 Google Inc. http://bulletphysics.org
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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_MULTIBODY_MLCP_CONSTRAINT_SOLVER_H
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#define BT_MULTIBODY_MLCP_CONSTRAINT_SOLVER_H
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#include "LinearMath/btMatrixX.h"
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#include "LinearMath/btThreads.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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class btMLCPSolverInterface;
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class btMultiBody;
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class btMultiBodyMLCPConstraintSolver : public btMultiBodyConstraintSolver
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{
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protected:
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/// \name MLCP Formulation for Rigid Bodies
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/// \{
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/// A matrix in the MLCP formulation
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btMatrixXu m_A;
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/// b vector in the MLCP formulation.
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btVectorXu m_b;
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/// Constraint impulse, which is an output of MLCP solving.
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btVectorXu m_x;
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/// Lower bound of constraint impulse, \c m_x.
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btVectorXu m_lo;
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/// Upper bound of constraint impulse, \c m_x.
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btVectorXu m_hi;
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/// \}
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/// \name Cache Variables for Split Impulse for Rigid Bodies
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/// When using 'split impulse' we solve two separate (M)LCPs
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/// \{
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/// Split impulse Cache vector corresponding to \c m_b.
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btVectorXu m_bSplit;
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/// Split impulse cache vector corresponding to \c m_x.
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btVectorXu m_xSplit;
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/// \}
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/// \name MLCP Formulation for Multibodies
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/// \{
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/// A matrix in the MLCP formulation
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btMatrixXu m_multiBodyA;
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/// b vector in the MLCP formulation.
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btVectorXu m_multiBodyB;
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/// Constraint impulse, which is an output of MLCP solving.
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btVectorXu m_multiBodyX;
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/// Lower bound of constraint impulse, \c m_x.
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btVectorXu m_multiBodyLo;
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/// Upper bound of constraint impulse, \c m_x.
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btVectorXu m_multiBodyHi;
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/// \}
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/// Indices of normal contact constraint associated with frictional contact constraint for rigid bodies.
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///
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/// This is used by the MLCP solver to update the upper bounds of frictional contact impulse given intermediate
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/// normal contact impulse. For example, i-th element represents the index of a normal constraint that is
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/// accosiated with i-th frictional contact constraint if i-th constraint is a frictional contact constraint.
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/// Otherwise, -1.
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btAlignedObjectArray<int> m_limitDependencies;
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/// Indices of normal contact constraint associated with frictional contact constraint for multibodies.
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///
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/// This is used by the MLCP solver to update the upper bounds of frictional contact impulse given intermediate
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/// normal contact impulse. For example, i-th element represents the index of a normal constraint that is
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/// accosiated with i-th frictional contact constraint if i-th constraint is a frictional contact constraint.
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/// Otherwise, -1.
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btAlignedObjectArray<int> m_multiBodyLimitDependencies;
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/// Array of all the rigid body constraints
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btAlignedObjectArray<btSolverConstraint*> m_allConstraintPtrArray;
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/// Array of all the multibody constraints
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btAlignedObjectArray<btMultiBodySolverConstraint*> m_multiBodyAllConstraintPtrArray;
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/// MLCP solver
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btMLCPSolverInterface* m_solver;
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/// Count of fallbacks of using btSequentialImpulseConstraintSolver, which happens when the MLCP solver fails.
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int m_fallback;
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/// \name MLCP Scratch Variables
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/// The following scratch variables are not stateful -- contents are cleared prior to each use.
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/// They are only cached here to avoid extra memory allocations and deallocations and to ensure
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/// that multiple instances of the solver can be run in parallel.
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///
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/// \{
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/// Cache variable for constraint Jacobian matrix.
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btMatrixXu m_scratchJ3;
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/// Cache variable for constraint Jacobian times inverse mass matrix.
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btMatrixXu m_scratchJInvM3;
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/// Cache variable for offsets.
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btAlignedObjectArray<int> m_scratchOfs;
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/// \}
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/// Constructs MLCP terms, which are \c m_A, \c m_b, \c m_lo, and \c m_hi.
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virtual void createMLCPFast(const btContactSolverInfo& infoGlobal);
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/// Constructs MLCP terms for constraints of two rigid bodies
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void createMLCPFastRigidBody(const btContactSolverInfo& infoGlobal);
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/// Constructs MLCP terms for constraints of two multi-bodies or one rigid body and one multibody
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void createMLCPFastMultiBody(const btContactSolverInfo& infoGlobal);
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/// Solves MLCP and returns the success
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virtual bool solveMLCP(const btContactSolverInfo& infoGlobal);
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// Documentation inherited
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btScalar solveGroupCacheFriendlySetup(
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btCollisionObject** bodies,
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int numBodies,
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btPersistentManifold** manifoldPtr,
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int numManifolds,
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btTypedConstraint** constraints,
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int numConstraints,
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const btContactSolverInfo& infoGlobal,
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btIDebugDraw* debugDrawer) BT_OVERRIDE;
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// Documentation inherited
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btScalar solveGroupCacheFriendlyIterations(
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btCollisionObject** bodies,
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int numBodies,
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btPersistentManifold** manifoldPtr,
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int numManifolds,
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btTypedConstraint** constraints,
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int numConstraints,
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const btContactSolverInfo& infoGlobal,
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btIDebugDraw* debugDrawer) ;
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR()
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/// Constructor
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///
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/// \param[in] solver MLCP solver. Assumed it's not null.
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/// \param[in] maxLCPSize Maximum size of LCP to solve using MLCP solver. If the MLCP size exceeds this number, sequaltial impulse method will be used.
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explicit btMultiBodyMLCPConstraintSolver(btMLCPSolverInterface* solver);
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/// Destructor
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virtual ~btMultiBodyMLCPConstraintSolver();
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/// Sets MLCP solver. Assumed it's not null.
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void setMLCPSolver(btMLCPSolverInterface* solver);
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/// Returns the number of fallbacks of using btSequentialImpulseConstraintSolver, which happens when the MLCP
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/// solver fails.
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int getNumFallbacks() const;
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/// Sets the number of fallbacks. This function may be used to reset the number to zero.
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void setNumFallbacks(int num);
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/// Returns the constraint solver type.
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virtual btConstraintSolverType getSolverType() const;
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};
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#endif // BT_MULTIBODY_MLCP_CONSTRAINT_SOLVER_H
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