/* * 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 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; } }