16 #ifndef BT_SOLVER_BODY_H
17 #define BT_SOLVER_BODY_H
40 : m_vec128(_mm_set1_ps(fl))
99 #define btSimdScalar btScalar
136 velocity.setValue(0, 0, 0);
144 velocity.setValue(0, 0, 0);
152 angVel.setValue(0, 0, 0);
typedef float(TangentPoint)[2]
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble v1
ATTR_WARN_UNUSED_RESULT const BMVert * v2
#define BT_DECLARE_ALIGNED_ALLOCATOR()
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define ATTRIBUTE_ALIGNED16(a)
#define SIMD_FORCE_INLINE
btSolverBody
The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packe...
void setWorldTransform(const btTransform &worldTransform)
SIMD_FORCE_INLINE void getVelocityInLocalPointNoDelta(const btVector3 &rel_pos, btVector3 &velocity) const
SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3 &angVel) const
btVector3 & internalGetDeltaAngularVelocity()
const btVector3 & getTurnVelocity() const
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
btVector3 m_externalTorqueImpulse
btVector3 m_externalForceImpulse
btTransform m_worldTransform
btVector3 & internalGetDeltaLinearVelocity()
some internal methods, don't use them
SIMD_FORCE_INLINE void getAngularVelocity(btVector3 &angVel) const
btVector3 m_angularFactor
const btVector3 & getDeltaLinearVelocity() const
const btVector3 & internalGetInvMass() const
btVector3 & internalGetTurnVelocity()
void internalSetInvMass(const btVector3 &invMass)
btVector3 m_deltaLinearVelocity
const btVector3 & internalGetAngularFactor() const
SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, btScalar impulseMagnitude)
btVector3 & internalGetPushVelocity()
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3 &rel_pos, btVector3 &velocity) const
const btVector3 & getDeltaAngularVelocity() const
btVector3 m_angularVelocity
#define btSimdScalar
Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later,...
btVector3 m_deltaAngularVelocity
const btTransform & getWorldTransform() const
btRigidBody * m_originalBody
btVector3 m_linearVelocity
const btVector3 & getPushVelocity() const
SIMD_FORCE_INLINE void applyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3 &linearComponent, const btVector3 &angularComponent, const btScalar impulseMagnitude)
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
SyclQueue void void size_t num_bytes void
Vec< T, N > operator*(const typename Vec< T, N >::value_type r, const Vec< T, N > &v)
vec_base< T, 3 > cross(const vec_base< T, 3 > &a, const vec_base< T, 3 > &b)
std::string operator+(StringRef a, StringRef b)