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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-09 21:15:53 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-09 21:45:47 +0100 |
commit | 3d7f1555865a981b7144becfc58d3f3f34362f5f (patch) | |
tree | d92912c6d700468b3330148b9179026b9f4efcb4 /thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp | |
parent | 33c907f9f5b3ec1a43d0251d7cac80da49b5b658 (diff) | |
download | redot-engine-3d7f1555865a981b7144becfc58d3f3f34362f5f.tar.gz |
Remove unused Bullet module and thirdparty code
It has been disabled in `master` since one year (#45852) and our plan
is for Bullet, and possibly other thirdparty physics engines, to be
implemented via GDExtension so that they can be selected by the users
who need them.
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp')
-rw-r--r-- | thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp | 103 |
1 files changed, 0 insertions, 103 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp b/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp deleted file mode 100644 index ace4b18388..0000000000 --- a/thirdparty/bullet/Bullet3Dynamics/ConstraintSolver/b3FixedConstraint.cpp +++ /dev/null @@ -1,103 +0,0 @@ - -#include "b3FixedConstraint.h" -#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" -#include "Bullet3Common/b3TransformUtil.h" -#include <new> - -b3FixedConstraint::b3FixedConstraint(int rbA, int rbB, const b3Transform& frameInA, const b3Transform& frameInB) - : b3TypedConstraint(B3_FIXED_CONSTRAINT_TYPE, rbA, rbB) -{ - m_pivotInA = frameInA.getOrigin(); - m_pivotInB = frameInB.getOrigin(); - m_relTargetAB = frameInA.getRotation() * frameInB.getRotation().inverse(); -} - -b3FixedConstraint::~b3FixedConstraint() -{ -} - -void b3FixedConstraint::getInfo1(b3ConstraintInfo1* info, const b3RigidBodyData* bodies) -{ - info->m_numConstraintRows = 6; - info->nub = 6; -} - -void b3FixedConstraint::getInfo2(b3ConstraintInfo2* info, const b3RigidBodyData* bodies) -{ - //fix the 3 linear degrees of freedom - - const b3Vector3& worldPosA = bodies[m_rbA].m_pos; - const b3Quaternion& worldOrnA = bodies[m_rbA].m_quat; - const b3Vector3& worldPosB = bodies[m_rbB].m_pos; - const b3Quaternion& worldOrnB = bodies[m_rbB].m_quat; - - info->m_J1linearAxis[0] = 1; - info->m_J1linearAxis[info->rowskip + 1] = 1; - info->m_J1linearAxis[2 * info->rowskip + 2] = 1; - - b3Vector3 a1 = b3QuatRotate(worldOrnA, m_pivotInA); - { - b3Vector3* angular0 = (b3Vector3*)(info->m_J1angularAxis); - b3Vector3* angular1 = (b3Vector3*)(info->m_J1angularAxis + info->rowskip); - b3Vector3* angular2 = (b3Vector3*)(info->m_J1angularAxis + 2 * info->rowskip); - b3Vector3 a1neg = -a1; - a1neg.getSkewSymmetricMatrix(angular0, angular1, angular2); - } - - if (info->m_J2linearAxis) - { - info->m_J2linearAxis[0] = -1; - info->m_J2linearAxis[info->rowskip + 1] = -1; - info->m_J2linearAxis[2 * info->rowskip + 2] = -1; - } - - b3Vector3 a2 = b3QuatRotate(worldOrnB, m_pivotInB); - - { - // b3Vector3 a2n = -a2; - b3Vector3* angular0 = (b3Vector3*)(info->m_J2angularAxis); - b3Vector3* angular1 = (b3Vector3*)(info->m_J2angularAxis + info->rowskip); - b3Vector3* angular2 = (b3Vector3*)(info->m_J2angularAxis + 2 * info->rowskip); - a2.getSkewSymmetricMatrix(angular0, angular1, angular2); - } - - // set right hand side for the linear dofs - b3Scalar k = info->fps * info->erp; - b3Vector3 linearError = k * (a2 + worldPosB - a1 - worldPosA); - int j; - for (j = 0; j < 3; j++) - { - info->m_constraintError[j * info->rowskip] = linearError[j]; - //printf("info->m_constraintError[%d]=%f\n",j,info->m_constraintError[j]); - } - - //fix the 3 angular degrees of freedom - - int start_row = 3; - int s = info->rowskip; - int start_index = start_row * s; - - // 3 rows to make body rotations equal - info->m_J1angularAxis[start_index] = 1; - info->m_J1angularAxis[start_index + s + 1] = 1; - info->m_J1angularAxis[start_index + s * 2 + 2] = 1; - if (info->m_J2angularAxis) - { - info->m_J2angularAxis[start_index] = -1; - info->m_J2angularAxis[start_index + s + 1] = -1; - info->m_J2angularAxis[start_index + s * 2 + 2] = -1; - } - - // set right hand side for the angular dofs - - b3Vector3 diff; - b3Scalar angle; - b3Quaternion qrelCur = worldOrnA * worldOrnB.inverse(); - - b3TransformUtil::calculateDiffAxisAngleQuaternion(m_relTargetAB, qrelCur, diff, angle); - diff *= -angle; - for (j = 0; j < 3; j++) - { - info->m_constraintError[(3 + j) * info->rowskip] = k * diff[j]; - } -}
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