forked from bartvdbraak/blender
116 lines
3.4 KiB
C++
116 lines
3.4 KiB
C++
/*
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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 MANIFOLD_CONTACT_POINT_H
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#define MANIFOLD_CONTACT_POINT_H
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#include "SimdVector3.h"
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#include "SimdTransformUtil.h"
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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 ManifoldPoint
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{
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public:
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ManifoldPoint()
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{
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}
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ManifoldPoint( const SimdVector3 &pointA, const SimdVector3 &pointB,
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const SimdVector3 &normal,
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SimdScalar 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_appliedImpulse(0.f),
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m_prevAppliedImpulse(0.f),
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m_accumulatedTangentImpulse0(0.f),
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m_accumulatedTangentImpulse1(0.f),
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m_jacDiagABInv(0.f),
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m_lifeTime(0)
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{
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SimdPlaneSpace1(m_normalWorldOnB,m_frictionWorldTangential0,m_frictionWorldTangential1);
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}
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SimdVector3 m_localPointA;
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SimdVector3 m_localPointB;
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SimdVector3 m_positionWorldOnB;
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///m_positionWorldOnA is redundant information, see GetPositionWorldOnA(), but for clarity
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SimdVector3 m_positionWorldOnA;
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SimdVector3 m_normalWorldOnB;
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SimdVector3 m_frictionWorldTangential0;
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SimdVector3 m_frictionWorldTangential1;
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float m_distance1;
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/// total applied impulse during most recent frame
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float m_appliedImpulse;
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float m_prevAppliedImpulse;
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float m_accumulatedTangentImpulse0;
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float m_accumulatedTangentImpulse1;
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float m_jacDiagABInv;
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float m_jacDiagABInvTangent0;
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float m_jacDiagABInvTangent1;
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void CopyPersistentInformation(const ManifoldPoint& otherPoint)
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{
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m_appliedImpulse = otherPoint.m_appliedImpulse;
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m_accumulatedTangentImpulse0 = 0.f;//otherPoint.m_accumulatedTangentImpulse0;
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m_accumulatedTangentImpulse1 = 0.f;//otherPoint.m_accumulatedTangentImpulse1;
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m_prevAppliedImpulse = otherPoint.m_prevAppliedImpulse;
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m_lifeTime = otherPoint.m_lifeTime;
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}
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int m_lifeTime;//lifetime of the contactpoint in frames
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float 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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SimdVector3 GetPositionWorldOnA() {
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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 SimdVector3& GetPositionWorldOnB()
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{
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return m_positionWorldOnB;
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}
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void SetDistance(float dist)
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{
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m_distance1 = dist;
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}
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};
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#endif //MANIFOLD_CONTACT_POINT_H
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