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JBullet - Java port of Bullet Physics Library
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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* 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 javax.vecmath.Vector3f;
/**
* Stores some extra information to each contact point. It is not in the contact
* point, because that want to keep the collision detection independent from the
* constraint solver.
*
* @author jezek2
*/
public class ConstraintPersistentData {
/** total applied impulse during most recent frame */
public float appliedImpulse = 0f;
public float prevAppliedImpulse = 0f;
public float accumulatedTangentImpulse0 = 0f;
public float accumulatedTangentImpulse1 = 0f;
public float jacDiagABInv = 0f;
public float jacDiagABInvTangent0;
public float jacDiagABInvTangent1;
public int persistentLifeTime = 0;
public float restitution = 0f;
public float friction = 0f;
public float penetration = 0f;
public final Vector3f frictionWorldTangential0 = new Vector3f();
public final Vector3f frictionWorldTangential1 = new Vector3f();
public final Vector3f frictionAngularComponent0A = new Vector3f();
public final Vector3f frictionAngularComponent0B = new Vector3f();
public final Vector3f frictionAngularComponent1A = new Vector3f();
public final Vector3f frictionAngularComponent1B = new Vector3f();
//some data doesn't need to be persistent over frames: todo: clean/reuse this
public final Vector3f angularComponentA = new Vector3f();
public final Vector3f angularComponentB = new Vector3f();
public ContactSolverFunc contactSolverFunc = null;
public ContactSolverFunc frictionSolverFunc = null;
public void reset() {
appliedImpulse = 0f;
prevAppliedImpulse = 0f;
accumulatedTangentImpulse0 = 0f;
accumulatedTangentImpulse1 = 0f;
jacDiagABInv = 0f;
jacDiagABInvTangent0 = 0f;
jacDiagABInvTangent1 = 0f;
persistentLifeTime = 0;
restitution = 0f;
friction = 0f;
penetration = 0f;
frictionWorldTangential0.set(0f, 0f, 0f);
frictionWorldTangential1.set(0f, 0f, 0f);
frictionAngularComponent0A.set(0f, 0f, 0f);
frictionAngularComponent0B.set(0f, 0f, 0f);
frictionAngularComponent1A.set(0f, 0f, 0f);
frictionAngularComponent1B.set(0f, 0f, 0f);
angularComponentA.set(0f, 0f, 0f);
angularComponentB.set(0f, 0f, 0f);
contactSolverFunc = null;
frictionSolverFunc = null;
}
}
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