1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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. |
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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | #ifndef RIGIDBODY_H |
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17 | #define RIGIDBODY_H |
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18 | |
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19 | #include "LinearMath/btAlignedObjectArray.h" |
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20 | #include "LinearMath/btTransform.h" |
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21 | #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" |
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22 | #include "BulletCollision/CollisionDispatch/btCollisionObject.h" |
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23 | |
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24 | class btCollisionShape; |
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25 | class btMotionState; |
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26 | class btTypedConstraint; |
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27 | |
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28 | |
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29 | extern btScalar gDeactivationTime; |
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30 | extern bool gDisableDeactivation; |
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31 | |
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32 | #ifdef BT_USE_DOUBLE_PRECISION |
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33 | #define btRigidBodyData btRigidBodyDoubleData |
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34 | #define btRigidBodyDataName "btRigidBodyDoubleData" |
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35 | #else |
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36 | #define btRigidBodyData btRigidBodyFloatData |
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37 | #define btRigidBodyDataName "btRigidBodyFloatData" |
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38 | #endif //BT_USE_DOUBLE_PRECISION |
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39 | |
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40 | |
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41 | enum btRigidBodyFlags |
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42 | { |
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43 | BT_DISABLE_WORLD_GRAVITY = 1 |
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44 | }; |
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45 | |
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46 | |
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47 | ///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. |
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48 | ///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. |
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49 | ///There are 3 types of rigid bodies: |
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50 | ///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. |
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51 | ///- B) Fixed objects with zero mass. They are not moving (basically collision objects) |
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52 | ///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. |
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53 | ///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. |
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54 | ///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects) |
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55 | class btRigidBody : public btCollisionObject |
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56 | { |
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57 | |
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58 | btMatrix3x3 m_invInertiaTensorWorld; |
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59 | btVector3 m_linearVelocity; |
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60 | btVector3 m_angularVelocity; |
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61 | btScalar m_inverseMass; |
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62 | btVector3 m_linearFactor; |
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63 | |
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64 | btVector3 m_gravity; |
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65 | btVector3 m_gravity_acceleration; |
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66 | btVector3 m_invInertiaLocal; |
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67 | btVector3 m_totalForce; |
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68 | btVector3 m_totalTorque; |
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69 | |
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70 | btScalar m_linearDamping; |
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71 | btScalar m_angularDamping; |
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72 | |
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73 | bool m_additionalDamping; |
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74 | btScalar m_additionalDampingFactor; |
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75 | btScalar m_additionalLinearDampingThresholdSqr; |
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76 | btScalar m_additionalAngularDampingThresholdSqr; |
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77 | btScalar m_additionalAngularDampingFactor; |
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78 | |
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79 | |
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80 | btScalar m_linearSleepingThreshold; |
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81 | btScalar m_angularSleepingThreshold; |
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82 | |
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83 | //m_optionalMotionState allows to automatic synchronize the world transform for active objects |
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84 | btMotionState* m_optionalMotionState; |
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85 | |
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86 | //keep track of typed constraints referencing this rigid body |
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87 | btAlignedObjectArray<btTypedConstraint*> m_constraintRefs; |
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88 | |
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89 | int m_rigidbodyFlags; |
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90 | |
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91 | int m_debugBodyId; |
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92 | |
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93 | |
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94 | protected: |
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95 | |
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96 | ATTRIBUTE_ALIGNED64(btVector3 m_deltaLinearVelocity); |
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97 | btVector3 m_deltaAngularVelocity; |
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98 | btVector3 m_angularFactor; |
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99 | btVector3 m_invMass; |
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100 | btVector3 m_pushVelocity; |
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101 | btVector3 m_turnVelocity; |
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102 | |
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103 | |
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104 | public: |
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105 | |
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106 | |
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107 | ///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. |
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108 | ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument) |
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109 | ///You can use the motion state to synchronize the world transform between physics and graphics objects. |
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110 | ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, |
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111 | ///m_startWorldTransform is only used when you don't provide a motion state. |
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112 | struct btRigidBodyConstructionInfo |
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113 | { |
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114 | btScalar m_mass; |
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115 | |
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116 | ///When a motionState is provided, the rigid body will initialize its world transform from the motion state |
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117 | ///In this case, m_startWorldTransform is ignored. |
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118 | btMotionState* m_motionState; |
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119 | btTransform m_startWorldTransform; |
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120 | |
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121 | btCollisionShape* m_collisionShape; |
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122 | btVector3 m_localInertia; |
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123 | btScalar m_linearDamping; |
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124 | btScalar m_angularDamping; |
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125 | |
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126 | ///best simulation results when friction is non-zero |
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127 | btScalar m_friction; |
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128 | ///best simulation results using zero restitution. |
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129 | btScalar m_restitution; |
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130 | |
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131 | btScalar m_linearSleepingThreshold; |
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132 | btScalar m_angularSleepingThreshold; |
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133 | |
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134 | //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. |
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135 | //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete |
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136 | bool m_additionalDamping; |
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137 | btScalar m_additionalDampingFactor; |
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138 | btScalar m_additionalLinearDampingThresholdSqr; |
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139 | btScalar m_additionalAngularDampingThresholdSqr; |
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140 | btScalar m_additionalAngularDampingFactor; |
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141 | |
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142 | btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): |
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143 | m_mass(mass), |
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144 | m_motionState(motionState), |
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145 | m_collisionShape(collisionShape), |
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146 | m_localInertia(localInertia), |
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147 | m_linearDamping(btScalar(0.)), |
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148 | m_angularDamping(btScalar(0.)), |
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149 | m_friction(btScalar(0.5)), |
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150 | m_restitution(btScalar(0.)), |
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151 | m_linearSleepingThreshold(btScalar(0.8)), |
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152 | m_angularSleepingThreshold(btScalar(1.f)), |
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153 | m_additionalDamping(false), |
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154 | m_additionalDampingFactor(btScalar(0.005)), |
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155 | m_additionalLinearDampingThresholdSqr(btScalar(0.01)), |
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156 | m_additionalAngularDampingThresholdSqr(btScalar(0.01)), |
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157 | m_additionalAngularDampingFactor(btScalar(0.01)) |
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158 | { |
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159 | m_startWorldTransform.setIdentity(); |
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160 | } |
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161 | }; |
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162 | |
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163 | ///btRigidBody constructor using construction info |
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164 | btRigidBody( const btRigidBodyConstructionInfo& constructionInfo); |
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165 | |
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166 | ///btRigidBody constructor for backwards compatibility. |
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167 | ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) |
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168 | btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); |
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169 | |
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170 | |
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171 | virtual ~btRigidBody() |
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172 | { |
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173 | //No constraints should point to this rigidbody |
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174 | //Remove constraints from the dynamics world before you delete the related rigidbodies. |
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175 | btAssert(m_constraintRefs.size()==0); |
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176 | } |
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177 | |
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178 | protected: |
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179 | |
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180 | ///setupRigidBody is only used internally by the constructor |
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181 | void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); |
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182 | |
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183 | public: |
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184 | |
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185 | void proceedToTransform(const btTransform& newTrans); |
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186 | |
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187 | ///to keep collision detection and dynamics separate we don't store a rigidbody pointer |
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188 | ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast |
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189 | static const btRigidBody* upcast(const btCollisionObject* colObj) |
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190 | { |
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191 | if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY) |
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192 | return (const btRigidBody*)colObj; |
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193 | return 0; |
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194 | } |
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195 | static btRigidBody* upcast(btCollisionObject* colObj) |
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196 | { |
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197 | if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY) |
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198 | return (btRigidBody*)colObj; |
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199 | return 0; |
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200 | } |
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201 | |
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202 | /// continuous collision detection needs prediction |
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203 | void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; |
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204 | |
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205 | void saveKinematicState(btScalar step); |
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206 | |
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207 | void applyGravity(); |
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208 | |
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209 | void setGravity(const btVector3& acceleration); |
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210 | |
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211 | const btVector3& getGravity() const |
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212 | { |
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213 | return m_gravity_acceleration; |
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214 | } |
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215 | |
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216 | void setDamping(btScalar lin_damping, btScalar ang_damping); |
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217 | |
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218 | btScalar getLinearDamping() const |
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219 | { |
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220 | return m_linearDamping; |
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221 | } |
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222 | |
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223 | btScalar getAngularDamping() const |
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224 | { |
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225 | return m_angularDamping; |
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226 | } |
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227 | |
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228 | btScalar getLinearSleepingThreshold() const |
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229 | { |
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230 | return m_linearSleepingThreshold; |
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231 | } |
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232 | |
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233 | btScalar getAngularSleepingThreshold() const |
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234 | { |
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235 | return m_angularSleepingThreshold; |
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236 | } |
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237 | |
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238 | void applyDamping(btScalar timeStep); |
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239 | |
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240 | SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { |
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241 | return m_collisionShape; |
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242 | } |
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243 | |
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244 | SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() { |
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245 | return m_collisionShape; |
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246 | } |
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247 | |
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248 | void setMassProps(btScalar mass, const btVector3& inertia); |
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249 | |
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250 | const btVector3& getLinearFactor() const |
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251 | { |
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252 | return m_linearFactor; |
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253 | } |
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254 | void setLinearFactor(const btVector3& linearFactor) |
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255 | { |
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256 | m_linearFactor = linearFactor; |
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257 | m_invMass = m_linearFactor*m_inverseMass; |
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258 | } |
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259 | btScalar getInvMass() const { return m_inverseMass; } |
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260 | const btMatrix3x3& getInvInertiaTensorWorld() const { |
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261 | return m_invInertiaTensorWorld; |
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262 | } |
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263 | |
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264 | void integrateVelocities(btScalar step); |
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265 | |
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266 | void setCenterOfMassTransform(const btTransform& xform); |
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267 | |
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268 | void applyCentralForce(const btVector3& force) |
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269 | { |
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270 | m_totalForce += force*m_linearFactor; |
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271 | } |
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272 | |
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273 | const btVector3& getTotalForce() |
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274 | { |
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275 | return m_totalForce; |
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276 | }; |
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277 | |
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278 | const btVector3& getTotalTorque() |
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279 | { |
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280 | return m_totalTorque; |
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281 | }; |
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282 | |
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283 | const btVector3& getInvInertiaDiagLocal() const |
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284 | { |
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285 | return m_invInertiaLocal; |
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286 | }; |
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287 | |
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288 | void setInvInertiaDiagLocal(const btVector3& diagInvInertia) |
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289 | { |
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290 | m_invInertiaLocal = diagInvInertia; |
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291 | } |
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292 | |
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293 | void setSleepingThresholds(btScalar linear,btScalar angular) |
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294 | { |
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295 | m_linearSleepingThreshold = linear; |
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296 | m_angularSleepingThreshold = angular; |
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297 | } |
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298 | |
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299 | void applyTorque(const btVector3& torque) |
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300 | { |
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301 | m_totalTorque += torque*m_angularFactor; |
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302 | } |
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303 | |
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304 | void applyForce(const btVector3& force, const btVector3& rel_pos) |
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305 | { |
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306 | applyCentralForce(force); |
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307 | applyTorque(rel_pos.cross(force*m_linearFactor)); |
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308 | } |
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309 | |
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310 | void applyCentralImpulse(const btVector3& impulse) |
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311 | { |
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312 | m_linearVelocity += impulse *m_linearFactor * m_inverseMass; |
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313 | } |
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314 | |
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315 | void applyTorqueImpulse(const btVector3& torque) |
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316 | { |
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317 | m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; |
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318 | } |
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319 | |
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320 | void applyImpulse(const btVector3& impulse, const btVector3& rel_pos) |
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321 | { |
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322 | if (m_inverseMass != btScalar(0.)) |
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323 | { |
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324 | applyCentralImpulse(impulse); |
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325 | if (m_angularFactor) |
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326 | { |
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327 | applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); |
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328 | } |
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329 | } |
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330 | } |
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331 | |
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332 | void clearForces() |
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333 | { |
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334 | m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
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335 | m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
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336 | } |
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337 | |
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338 | void updateInertiaTensor(); |
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339 | |
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340 | const btVector3& getCenterOfMassPosition() const { |
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341 | return m_worldTransform.getOrigin(); |
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342 | } |
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343 | btQuaternion getOrientation() const; |
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344 | |
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345 | const btTransform& getCenterOfMassTransform() const { |
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346 | return m_worldTransform; |
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347 | } |
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348 | const btVector3& getLinearVelocity() const { |
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349 | return m_linearVelocity; |
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350 | } |
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351 | const btVector3& getAngularVelocity() const { |
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352 | return m_angularVelocity; |
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353 | } |
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354 | |
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355 | |
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356 | inline void setLinearVelocity(const btVector3& lin_vel) |
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357 | { |
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358 | m_linearVelocity = lin_vel; |
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359 | } |
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360 | |
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361 | inline void setAngularVelocity(const btVector3& ang_vel) |
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362 | { |
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363 | m_angularVelocity = ang_vel; |
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364 | } |
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365 | |
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366 | btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const |
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367 | { |
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368 | //we also calculate lin/ang velocity for kinematic objects |
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369 | return m_linearVelocity + m_angularVelocity.cross(rel_pos); |
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370 | |
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371 | //for kinematic objects, we could also use use: |
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372 | // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; |
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373 | } |
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374 | |
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375 | void translate(const btVector3& v) |
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376 | { |
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377 | m_worldTransform.getOrigin() += v; |
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378 | } |
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379 | |
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380 | |
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381 | void getAabb(btVector3& aabbMin,btVector3& aabbMax) const; |
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382 | |
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383 | |
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384 | |
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385 | |
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386 | |
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387 | SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const |
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388 | { |
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389 | btVector3 r0 = pos - getCenterOfMassPosition(); |
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390 | |
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391 | btVector3 c0 = (r0).cross(normal); |
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392 | |
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393 | btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); |
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394 | |
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395 | return m_inverseMass + normal.dot(vec); |
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396 | |
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397 | } |
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398 | |
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399 | SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const |
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400 | { |
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401 | btVector3 vec = axis * getInvInertiaTensorWorld(); |
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402 | return axis.dot(vec); |
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403 | } |
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404 | |
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405 | SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep) |
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406 | { |
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407 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) |
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408 | return; |
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409 | |
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410 | if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && |
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411 | (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) |
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412 | { |
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413 | m_deactivationTime += timeStep; |
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414 | } else |
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415 | { |
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416 | m_deactivationTime=btScalar(0.); |
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417 | setActivationState(0); |
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418 | } |
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419 | |
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420 | } |
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421 | |
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422 | SIMD_FORCE_INLINE bool wantsSleeping() |
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423 | { |
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424 | |
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425 | if (getActivationState() == DISABLE_DEACTIVATION) |
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426 | return false; |
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427 | |
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428 | //disable deactivation |
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429 | if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) |
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430 | return false; |
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431 | |
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432 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) |
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433 | return true; |
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434 | |
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435 | if (m_deactivationTime> gDeactivationTime) |
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436 | { |
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437 | return true; |
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438 | } |
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439 | return false; |
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440 | } |
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441 | |
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442 | |
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443 | |
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444 | const btBroadphaseProxy* getBroadphaseProxy() const |
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445 | { |
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446 | return m_broadphaseHandle; |
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447 | } |
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448 | btBroadphaseProxy* getBroadphaseProxy() |
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449 | { |
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450 | return m_broadphaseHandle; |
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451 | } |
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452 | void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) |
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453 | { |
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454 | m_broadphaseHandle = broadphaseProxy; |
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455 | } |
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456 | |
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457 | //btMotionState allows to automatic synchronize the world transform for active objects |
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458 | btMotionState* getMotionState() |
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459 | { |
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460 | return m_optionalMotionState; |
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461 | } |
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462 | const btMotionState* getMotionState() const |
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463 | { |
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464 | return m_optionalMotionState; |
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465 | } |
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466 | void setMotionState(btMotionState* motionState) |
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467 | { |
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468 | m_optionalMotionState = motionState; |
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469 | if (m_optionalMotionState) |
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470 | motionState->getWorldTransform(m_worldTransform); |
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471 | } |
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472 | |
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473 | //for experimental overriding of friction/contact solver func |
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474 | int m_contactSolverType; |
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475 | int m_frictionSolverType; |
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476 | |
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477 | void setAngularFactor(const btVector3& angFac) |
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478 | { |
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479 | m_angularFactor = angFac; |
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480 | } |
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481 | |
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482 | void setAngularFactor(btScalar angFac) |
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483 | { |
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484 | m_angularFactor.setValue(angFac,angFac,angFac); |
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485 | } |
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486 | const btVector3& getAngularFactor() const |
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487 | { |
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488 | return m_angularFactor; |
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489 | } |
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490 | |
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491 | //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? |
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492 | bool isInWorld() const |
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493 | { |
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494 | return (getBroadphaseProxy() != 0); |
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495 | } |
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496 | |
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497 | virtual bool checkCollideWithOverride(btCollisionObject* co); |
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498 | |
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499 | void addConstraintRef(btTypedConstraint* c); |
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500 | void removeConstraintRef(btTypedConstraint* c); |
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501 | |
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502 | btTypedConstraint* getConstraintRef(int index) |
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503 | { |
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504 | return m_constraintRefs[index]; |
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505 | } |
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506 | |
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507 | int getNumConstraintRefs() |
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508 | { |
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509 | return m_constraintRefs.size(); |
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510 | } |
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511 | |
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512 | void setFlags(int flags) |
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513 | { |
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514 | m_rigidbodyFlags = flags; |
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515 | } |
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516 | |
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517 | int getFlags() const |
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518 | { |
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519 | return m_rigidbodyFlags; |
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520 | } |
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521 | |
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522 | const btVector3& getDeltaLinearVelocity() const |
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523 | { |
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524 | return m_deltaLinearVelocity; |
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525 | } |
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526 | |
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527 | const btVector3& getDeltaAngularVelocity() const |
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528 | { |
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529 | return m_deltaAngularVelocity; |
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530 | } |
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531 | |
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532 | const btVector3& getPushVelocity() const |
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533 | { |
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534 | return m_pushVelocity; |
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535 | } |
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536 | |
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537 | const btVector3& getTurnVelocity() const |
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538 | { |
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539 | return m_turnVelocity; |
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540 | } |
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541 | |
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542 | |
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543 | //////////////////////////////////////////////// |
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544 | ///some internal methods, don't use them |
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545 | |
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546 | btVector3& internalGetDeltaLinearVelocity() |
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547 | { |
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548 | return m_deltaLinearVelocity; |
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549 | } |
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550 | |
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551 | btVector3& internalGetDeltaAngularVelocity() |
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552 | { |
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553 | return m_deltaAngularVelocity; |
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554 | } |
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555 | |
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556 | const btVector3& internalGetAngularFactor() const |
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557 | { |
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558 | return m_angularFactor; |
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559 | } |
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560 | |
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561 | const btVector3& internalGetInvMass() const |
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562 | { |
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563 | return m_invMass; |
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564 | } |
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565 | |
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566 | btVector3& internalGetPushVelocity() |
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567 | { |
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568 | return m_pushVelocity; |
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569 | } |
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570 | |
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571 | btVector3& internalGetTurnVelocity() |
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572 | { |
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573 | return m_turnVelocity; |
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574 | } |
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575 | |
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576 | SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const |
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577 | { |
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578 | velocity = getLinearVelocity()+m_deltaLinearVelocity + (getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos); |
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579 | } |
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580 | |
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581 | SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3& angVel) const |
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582 | { |
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583 | angVel = getAngularVelocity()+m_deltaAngularVelocity; |
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584 | } |
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585 | |
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586 | |
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587 | //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position |
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588 | SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude) |
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589 | { |
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590 | if (m_inverseMass) |
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591 | { |
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592 | m_deltaLinearVelocity += linearComponent*impulseMagnitude; |
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593 | m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); |
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594 | } |
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595 | } |
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596 | |
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597 | SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) |
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598 | { |
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599 | if (m_inverseMass) |
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600 | { |
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601 | m_pushVelocity += linearComponent*impulseMagnitude; |
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602 | m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); |
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603 | } |
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604 | } |
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605 | |
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606 | void internalWritebackVelocity() |
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607 | { |
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608 | if (m_inverseMass) |
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609 | { |
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610 | setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity); |
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611 | setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity); |
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612 | //m_deltaLinearVelocity.setZero(); |
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613 | //m_deltaAngularVelocity .setZero(); |
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614 | //m_originalBody->setCompanionId(-1); |
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615 | } |
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616 | } |
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617 | |
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618 | |
---|
619 | void internalWritebackVelocity(btScalar timeStep); |
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620 | |
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621 | |
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622 | /////////////////////////////////////////////// |
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623 | |
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624 | virtual int calculateSerializeBufferSize() const; |
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625 | |
---|
626 | ///fills the dataBuffer and returns the struct name (and 0 on failure) |
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627 | virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const; |
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628 | |
---|
629 | virtual void serializeSingleObject(class btSerializer* serializer) const; |
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630 | |
---|
631 | }; |
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632 | |
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633 | //@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData |
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634 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 |
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635 | struct btRigidBodyFloatData |
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636 | { |
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637 | btCollisionObjectFloatData m_collisionObjectData; |
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638 | btMatrix3x3FloatData m_invInertiaTensorWorld; |
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639 | btVector3FloatData m_linearVelocity; |
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640 | btVector3FloatData m_angularVelocity; |
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641 | btVector3FloatData m_angularFactor; |
---|
642 | btVector3FloatData m_linearFactor; |
---|
643 | btVector3FloatData m_gravity; |
---|
644 | btVector3FloatData m_gravity_acceleration; |
---|
645 | btVector3FloatData m_invInertiaLocal; |
---|
646 | btVector3FloatData m_totalForce; |
---|
647 | btVector3FloatData m_totalTorque; |
---|
648 | float m_inverseMass; |
---|
649 | float m_linearDamping; |
---|
650 | float m_angularDamping; |
---|
651 | float m_additionalDampingFactor; |
---|
652 | float m_additionalLinearDampingThresholdSqr; |
---|
653 | float m_additionalAngularDampingThresholdSqr; |
---|
654 | float m_additionalAngularDampingFactor; |
---|
655 | float m_linearSleepingThreshold; |
---|
656 | float m_angularSleepingThreshold; |
---|
657 | int m_additionalDamping; |
---|
658 | }; |
---|
659 | |
---|
660 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 |
---|
661 | struct btRigidBodyDoubleData |
---|
662 | { |
---|
663 | btCollisionObjectDoubleData m_collisionObjectData; |
---|
664 | btMatrix3x3DoubleData m_invInertiaTensorWorld; |
---|
665 | btVector3DoubleData m_linearVelocity; |
---|
666 | btVector3DoubleData m_angularVelocity; |
---|
667 | btVector3DoubleData m_angularFactor; |
---|
668 | btVector3DoubleData m_linearFactor; |
---|
669 | btVector3DoubleData m_gravity; |
---|
670 | btVector3DoubleData m_gravity_acceleration; |
---|
671 | btVector3DoubleData m_invInertiaLocal; |
---|
672 | btVector3DoubleData m_totalForce; |
---|
673 | btVector3DoubleData m_totalTorque; |
---|
674 | double m_inverseMass; |
---|
675 | double m_linearDamping; |
---|
676 | double m_angularDamping; |
---|
677 | double m_additionalDampingFactor; |
---|
678 | double m_additionalLinearDampingThresholdSqr; |
---|
679 | double m_additionalAngularDampingThresholdSqr; |
---|
680 | double m_additionalAngularDampingFactor; |
---|
681 | double m_linearSleepingThreshold; |
---|
682 | double m_angularSleepingThreshold; |
---|
683 | int m_additionalDamping; |
---|
684 | char m_padding[4]; |
---|
685 | }; |
---|
686 | |
---|
687 | |
---|
688 | |
---|
689 | #endif |
---|
690 | |
---|