Package com.bulletphysics.dynamics.constraintsolver

Source Code of com.bulletphysics.dynamics.constraintsolver.SolverBody

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 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.
* 2. Altered source versions must be plainly marked as such, and must not be
*    misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

package com.bulletphysics.dynamics.constraintsolver;

import com.bulletphysics.dynamics.RigidBody;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.linearmath.TransformUtil;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;

/**
* SolverBody is an internal data structure for the constraint solver. Only necessary
* data is packed to increase cache coherence/performance.
*
* @author jezek2
*/
public class SolverBody {
 
  //protected final BulletStack stack = BulletStack.get();

  public final Vector3f angularVelocity = new Vector3f();
  public float angularFactor;
  public float invMass;
  public float friction;
  public RigidBody originalBody;
  public final Vector3f linearVelocity = new Vector3f();
  public final Vector3f centerOfMassPosition = new Vector3f();

  public final Vector3f pushVelocity = new Vector3f();
  public final Vector3f turnVelocity = new Vector3f();
 
  public void getVelocityInLocalPoint(Vector3f rel_pos, Vector3f velocity) {
    Vector3f tmp = Stack.alloc(Vector3f.class);
    tmp.cross(angularVelocity, rel_pos);
    velocity.add(linearVelocity, tmp);
  }

  /**
   * Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position.
   */
  public void internalApplyImpulse(Vector3f linearComponent, Vector3f angularComponent, float impulseMagnitude) {
    if (invMass != 0f) {
      linearVelocity.scaleAdd(impulseMagnitude, linearComponent, linearVelocity);
      angularVelocity.scaleAdd(impulseMagnitude * angularFactor, angularComponent, angularVelocity);
    }
  }

  public void internalApplyPushImpulse(Vector3f linearComponent, Vector3f angularComponent, float impulseMagnitude) {
    if (invMass != 0f) {
      pushVelocity.scaleAdd(impulseMagnitude, linearComponent, pushVelocity);
      turnVelocity.scaleAdd(impulseMagnitude * angularFactor, angularComponent, turnVelocity);
    }
  }
 
  public void writebackVelocity() {
    if (invMass != 0f) {
      originalBody.setLinearVelocity(linearVelocity);
      originalBody.setAngularVelocity(angularVelocity);
      //m_originalBody->setCompanionId(-1);
    }
  }

  public void writebackVelocity(float timeStep) {
    if (invMass != 0f) {
      originalBody.setLinearVelocity(linearVelocity);
      originalBody.setAngularVelocity(angularVelocity);

      // correct the position/orientation based on push/turn recovery
      Transform newTransform = Stack.alloc(Transform.class);
      Transform curTrans = originalBody.getWorldTransform(Stack.alloc(Transform.class));
      TransformUtil.integrateTransform(curTrans, pushVelocity, turnVelocity, timeStep, newTransform);
      originalBody.setWorldTransform(newTransform);

      //m_originalBody->setCompanionId(-1);
    }
  }
 
  public void readVelocity() {
    if (invMass != 0f) {
      originalBody.getLinearVelocity(linearVelocity);
      originalBody.getAngularVelocity(angularVelocity);
    }
  }
 
}
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