[1963] | 1 | /* |
---|
| 2 | Bullet Continuous Collision Detection and Physics Library |
---|
| 3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
---|
| 4 | |
---|
| 5 | This software is provided 'as-is', without any express or implied warranty. |
---|
| 6 | In no event will the authors be held liable for any damages arising from the use of this software. |
---|
| 7 | Permission is granted to anyone to use this software for any purpose, |
---|
| 8 | including commercial applications, and to alter it and redistribute it freely, |
---|
| 9 | subject to the following restrictions: |
---|
| 10 | |
---|
| 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. |
---|
| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
---|
| 13 | 3. This notice may not be removed or altered from any source distribution. |
---|
| 14 | */ |
---|
| 15 | |
---|
| 16 | #ifndef RIGIDBODY_H |
---|
| 17 | #define RIGIDBODY_H |
---|
| 18 | |
---|
| 19 | #include "LinearMath/btAlignedObjectArray.h" |
---|
| 20 | #include "LinearMath/btPoint3.h" |
---|
| 21 | #include "LinearMath/btTransform.h" |
---|
| 22 | #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" |
---|
| 23 | #include "BulletCollision/CollisionDispatch/btCollisionObject.h" |
---|
| 24 | |
---|
| 25 | class btCollisionShape; |
---|
| 26 | class btMotionState; |
---|
| 27 | class btTypedConstraint; |
---|
| 28 | |
---|
| 29 | |
---|
| 30 | extern btScalar gDeactivationTime; |
---|
| 31 | extern bool gDisableDeactivation; |
---|
| 32 | |
---|
| 33 | |
---|
| 34 | ///btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. |
---|
| 35 | ///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. |
---|
| 36 | ///There are 3 types of rigid bodies: |
---|
| 37 | ///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. |
---|
| 38 | ///- B) Fixed objects with zero mass. They are not moving (basically collision objects) |
---|
| 39 | ///- 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. |
---|
| 40 | ///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. |
---|
| 41 | ///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) |
---|
| 42 | class btRigidBody : public btCollisionObject |
---|
| 43 | { |
---|
| 44 | |
---|
| 45 | btMatrix3x3 m_invInertiaTensorWorld; |
---|
| 46 | btVector3 m_linearVelocity; |
---|
| 47 | btVector3 m_angularVelocity; |
---|
| 48 | btScalar m_inverseMass; |
---|
| 49 | btScalar m_angularFactor; |
---|
| 50 | |
---|
| 51 | btVector3 m_gravity; |
---|
| 52 | btVector3 m_invInertiaLocal; |
---|
| 53 | btVector3 m_totalForce; |
---|
| 54 | btVector3 m_totalTorque; |
---|
| 55 | |
---|
| 56 | btScalar m_linearDamping; |
---|
| 57 | btScalar m_angularDamping; |
---|
| 58 | |
---|
| 59 | bool m_additionalDamping; |
---|
| 60 | btScalar m_additionalDampingFactor; |
---|
| 61 | btScalar m_additionalLinearDampingThresholdSqr; |
---|
| 62 | btScalar m_additionalAngularDampingThresholdSqr; |
---|
| 63 | btScalar m_additionalAngularDampingFactor; |
---|
| 64 | |
---|
| 65 | |
---|
| 66 | btScalar m_linearSleepingThreshold; |
---|
| 67 | btScalar m_angularSleepingThreshold; |
---|
| 68 | |
---|
| 69 | //m_optionalMotionState allows to automatic synchronize the world transform for active objects |
---|
| 70 | btMotionState* m_optionalMotionState; |
---|
| 71 | |
---|
| 72 | //keep track of typed constraints referencing this rigid body |
---|
| 73 | btAlignedObjectArray<btTypedConstraint*> m_constraintRefs; |
---|
| 74 | |
---|
| 75 | public: |
---|
| 76 | |
---|
| 77 | |
---|
| 78 | ///btRigidBodyConstructionInfo provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. |
---|
| 79 | ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument) |
---|
| 80 | ///You can use the motion state to synchronize the world transform between physics and graphics objects. |
---|
| 81 | ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, |
---|
| 82 | ///m_startWorldTransform is only used when you don't provide a motion state. |
---|
| 83 | struct btRigidBodyConstructionInfo |
---|
| 84 | { |
---|
| 85 | btScalar m_mass; |
---|
| 86 | |
---|
| 87 | ///When a motionState is provided, the rigid body will initialize its world transform from the motion state |
---|
| 88 | ///In this case, m_startWorldTransform is ignored. |
---|
| 89 | btMotionState* m_motionState; |
---|
| 90 | btTransform m_startWorldTransform; |
---|
| 91 | |
---|
| 92 | btCollisionShape* m_collisionShape; |
---|
| 93 | btVector3 m_localInertia; |
---|
| 94 | btScalar m_linearDamping; |
---|
| 95 | btScalar m_angularDamping; |
---|
| 96 | |
---|
| 97 | ///best simulation results when friction is non-zero |
---|
| 98 | btScalar m_friction; |
---|
| 99 | ///best simulation results using zero restitution. |
---|
| 100 | btScalar m_restitution; |
---|
| 101 | |
---|
| 102 | btScalar m_linearSleepingThreshold; |
---|
| 103 | btScalar m_angularSleepingThreshold; |
---|
| 104 | |
---|
| 105 | //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. |
---|
| 106 | //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete |
---|
| 107 | bool m_additionalDamping; |
---|
| 108 | btScalar m_additionalDampingFactor; |
---|
| 109 | btScalar m_additionalLinearDampingThresholdSqr; |
---|
| 110 | btScalar m_additionalAngularDampingThresholdSqr; |
---|
| 111 | btScalar m_additionalAngularDampingFactor; |
---|
| 112 | |
---|
| 113 | |
---|
| 114 | btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): |
---|
| 115 | m_mass(mass), |
---|
| 116 | m_motionState(motionState), |
---|
| 117 | m_collisionShape(collisionShape), |
---|
| 118 | m_localInertia(localInertia), |
---|
| 119 | m_linearDamping(btScalar(0.)), |
---|
| 120 | m_angularDamping(btScalar(0.)), |
---|
| 121 | m_friction(btScalar(0.5)), |
---|
| 122 | m_restitution(btScalar(0.)), |
---|
| 123 | m_linearSleepingThreshold(btScalar(0.8)), |
---|
| 124 | m_angularSleepingThreshold(btScalar(1.f)), |
---|
| 125 | m_additionalDamping(false), |
---|
| 126 | m_additionalDampingFactor(btScalar(0.005)), |
---|
| 127 | m_additionalLinearDampingThresholdSqr(btScalar(0.01)), |
---|
| 128 | m_additionalAngularDampingThresholdSqr(btScalar(0.01)), |
---|
| 129 | m_additionalAngularDampingFactor(btScalar(0.01)) |
---|
| 130 | { |
---|
| 131 | m_startWorldTransform.setIdentity(); |
---|
| 132 | } |
---|
| 133 | }; |
---|
| 134 | |
---|
| 135 | ///btRigidBody constructor using construction info |
---|
| 136 | btRigidBody( const btRigidBodyConstructionInfo& constructionInfo); |
---|
| 137 | |
---|
| 138 | ///btRigidBody constructor for backwards compatibility. |
---|
| 139 | ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) |
---|
| 140 | btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); |
---|
| 141 | |
---|
| 142 | |
---|
| 143 | virtual ~btRigidBody() |
---|
| 144 | { |
---|
| 145 | //No constraints should point to this rigidbody |
---|
| 146 | //Remove constraints from the dynamics world before you delete the related rigidbodies. |
---|
| 147 | btAssert(m_constraintRefs.size()==0); |
---|
| 148 | } |
---|
| 149 | |
---|
| 150 | protected: |
---|
| 151 | |
---|
| 152 | ///setupRigidBody is only used internally by the constructor |
---|
| 153 | void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); |
---|
| 154 | |
---|
| 155 | public: |
---|
| 156 | |
---|
| 157 | void proceedToTransform(const btTransform& newTrans); |
---|
| 158 | |
---|
| 159 | ///to keep collision detection and dynamics separate we don't store a rigidbody pointer |
---|
| 160 | ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast |
---|
| 161 | static const btRigidBody* upcast(const btCollisionObject* colObj) |
---|
| 162 | { |
---|
| 163 | if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY) |
---|
| 164 | return (const btRigidBody*)colObj; |
---|
| 165 | return 0; |
---|
| 166 | } |
---|
| 167 | static btRigidBody* upcast(btCollisionObject* colObj) |
---|
| 168 | { |
---|
| 169 | if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY) |
---|
| 170 | return (btRigidBody*)colObj; |
---|
| 171 | return 0; |
---|
| 172 | } |
---|
| 173 | |
---|
| 174 | /// continuous collision detection needs prediction |
---|
| 175 | void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; |
---|
| 176 | |
---|
| 177 | void saveKinematicState(btScalar step); |
---|
| 178 | |
---|
| 179 | void applyGravity(); |
---|
| 180 | |
---|
| 181 | void setGravity(const btVector3& acceleration); |
---|
| 182 | |
---|
| 183 | const btVector3& getGravity() const |
---|
| 184 | { |
---|
| 185 | return m_gravity; |
---|
| 186 | } |
---|
| 187 | |
---|
| 188 | void setDamping(btScalar lin_damping, btScalar ang_damping); |
---|
| 189 | |
---|
| 190 | btScalar getLinearDamping() const |
---|
| 191 | { |
---|
| 192 | return m_linearDamping; |
---|
| 193 | } |
---|
| 194 | |
---|
| 195 | btScalar getAngularDamping() const |
---|
| 196 | { |
---|
| 197 | return m_angularDamping; |
---|
| 198 | } |
---|
| 199 | |
---|
| 200 | btScalar getLinearSleepingThreshold() const |
---|
| 201 | { |
---|
| 202 | return m_linearSleepingThreshold; |
---|
| 203 | } |
---|
| 204 | |
---|
| 205 | btScalar getAngularSleepingThreshold() const |
---|
| 206 | { |
---|
| 207 | return m_angularSleepingThreshold; |
---|
| 208 | } |
---|
| 209 | |
---|
| 210 | void applyDamping(btScalar timeStep); |
---|
| 211 | |
---|
| 212 | SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { |
---|
| 213 | return m_collisionShape; |
---|
| 214 | } |
---|
| 215 | |
---|
| 216 | SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() { |
---|
| 217 | return m_collisionShape; |
---|
| 218 | } |
---|
| 219 | |
---|
| 220 | void setMassProps(btScalar mass, const btVector3& inertia); |
---|
| 221 | |
---|
| 222 | btScalar getInvMass() const { return m_inverseMass; } |
---|
| 223 | const btMatrix3x3& getInvInertiaTensorWorld() const { |
---|
| 224 | return m_invInertiaTensorWorld; |
---|
| 225 | } |
---|
| 226 | |
---|
| 227 | void integrateVelocities(btScalar step); |
---|
| 228 | |
---|
| 229 | void setCenterOfMassTransform(const btTransform& xform); |
---|
| 230 | |
---|
| 231 | void applyCentralForce(const btVector3& force) |
---|
| 232 | { |
---|
| 233 | m_totalForce += force; |
---|
| 234 | } |
---|
| 235 | |
---|
| 236 | const btVector3& getInvInertiaDiagLocal() |
---|
| 237 | { |
---|
| 238 | return m_invInertiaLocal; |
---|
| 239 | }; |
---|
| 240 | |
---|
| 241 | void setInvInertiaDiagLocal(const btVector3& diagInvInertia) |
---|
| 242 | { |
---|
| 243 | m_invInertiaLocal = diagInvInertia; |
---|
| 244 | } |
---|
| 245 | |
---|
| 246 | void setSleepingThresholds(btScalar linear,btScalar angular) |
---|
| 247 | { |
---|
| 248 | m_linearSleepingThreshold = linear; |
---|
| 249 | m_angularSleepingThreshold = angular; |
---|
| 250 | } |
---|
| 251 | |
---|
| 252 | void applyTorque(const btVector3& torque) |
---|
| 253 | { |
---|
| 254 | m_totalTorque += torque; |
---|
| 255 | } |
---|
| 256 | |
---|
| 257 | void applyForce(const btVector3& force, const btVector3& rel_pos) |
---|
| 258 | { |
---|
| 259 | applyCentralForce(force); |
---|
| 260 | applyTorque(rel_pos.cross(force)*m_angularFactor); |
---|
| 261 | } |
---|
| 262 | |
---|
| 263 | void applyCentralImpulse(const btVector3& impulse) |
---|
| 264 | { |
---|
| 265 | m_linearVelocity += impulse * m_inverseMass; |
---|
| 266 | } |
---|
| 267 | |
---|
| 268 | void applyTorqueImpulse(const btVector3& torque) |
---|
| 269 | { |
---|
| 270 | m_angularVelocity += m_invInertiaTensorWorld * torque; |
---|
| 271 | } |
---|
| 272 | |
---|
| 273 | void applyImpulse(const btVector3& impulse, const btVector3& rel_pos) |
---|
| 274 | { |
---|
| 275 | if (m_inverseMass != btScalar(0.)) |
---|
| 276 | { |
---|
| 277 | applyCentralImpulse(impulse); |
---|
| 278 | if (m_angularFactor) |
---|
| 279 | { |
---|
| 280 | applyTorqueImpulse(rel_pos.cross(impulse)*m_angularFactor); |
---|
| 281 | } |
---|
| 282 | } |
---|
| 283 | } |
---|
| 284 | |
---|
| 285 | //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position |
---|
| 286 | SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) |
---|
| 287 | { |
---|
| 288 | if (m_inverseMass != btScalar(0.)) |
---|
| 289 | { |
---|
| 290 | m_linearVelocity += linearComponent*impulseMagnitude; |
---|
| 291 | if (m_angularFactor) |
---|
| 292 | { |
---|
| 293 | m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor; |
---|
| 294 | } |
---|
| 295 | } |
---|
| 296 | } |
---|
| 297 | |
---|
| 298 | void clearForces() |
---|
| 299 | { |
---|
| 300 | m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
---|
| 301 | m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
---|
| 302 | } |
---|
| 303 | |
---|
| 304 | void updateInertiaTensor(); |
---|
| 305 | |
---|
| 306 | const btPoint3& getCenterOfMassPosition() const { |
---|
| 307 | return m_worldTransform.getOrigin(); |
---|
| 308 | } |
---|
| 309 | btQuaternion getOrientation() const; |
---|
| 310 | |
---|
| 311 | const btTransform& getCenterOfMassTransform() const { |
---|
| 312 | return m_worldTransform; |
---|
| 313 | } |
---|
| 314 | const btVector3& getLinearVelocity() const { |
---|
| 315 | return m_linearVelocity; |
---|
| 316 | } |
---|
| 317 | const btVector3& getAngularVelocity() const { |
---|
| 318 | return m_angularVelocity; |
---|
| 319 | } |
---|
| 320 | |
---|
| 321 | |
---|
| 322 | inline void setLinearVelocity(const btVector3& lin_vel) |
---|
| 323 | { |
---|
| 324 | assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT); |
---|
| 325 | m_linearVelocity = lin_vel; |
---|
| 326 | } |
---|
| 327 | |
---|
| 328 | inline void setAngularVelocity(const btVector3& ang_vel) { |
---|
| 329 | assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT); |
---|
| 330 | { |
---|
| 331 | m_angularVelocity = ang_vel; |
---|
| 332 | } |
---|
| 333 | } |
---|
| 334 | |
---|
| 335 | btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const |
---|
| 336 | { |
---|
| 337 | //we also calculate lin/ang velocity for kinematic objects |
---|
| 338 | return m_linearVelocity + m_angularVelocity.cross(rel_pos); |
---|
| 339 | |
---|
| 340 | //for kinematic objects, we could also use use: |
---|
| 341 | // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; |
---|
| 342 | } |
---|
| 343 | |
---|
| 344 | void translate(const btVector3& v) |
---|
| 345 | { |
---|
| 346 | m_worldTransform.getOrigin() += v; |
---|
| 347 | } |
---|
| 348 | |
---|
| 349 | |
---|
| 350 | void getAabb(btVector3& aabbMin,btVector3& aabbMax) const; |
---|
| 351 | |
---|
| 352 | |
---|
| 353 | |
---|
| 354 | |
---|
| 355 | |
---|
| 356 | SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btPoint3& pos, const btVector3& normal) const |
---|
| 357 | { |
---|
| 358 | btVector3 r0 = pos - getCenterOfMassPosition(); |
---|
| 359 | |
---|
| 360 | btVector3 c0 = (r0).cross(normal); |
---|
| 361 | |
---|
| 362 | btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); |
---|
| 363 | |
---|
| 364 | return m_inverseMass + normal.dot(vec); |
---|
| 365 | |
---|
| 366 | } |
---|
| 367 | |
---|
| 368 | SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const |
---|
| 369 | { |
---|
| 370 | btVector3 vec = axis * getInvInertiaTensorWorld(); |
---|
| 371 | return axis.dot(vec); |
---|
| 372 | } |
---|
| 373 | |
---|
| 374 | SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep) |
---|
| 375 | { |
---|
| 376 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) |
---|
| 377 | return; |
---|
| 378 | |
---|
| 379 | if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && |
---|
| 380 | (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) |
---|
| 381 | { |
---|
| 382 | m_deactivationTime += timeStep; |
---|
| 383 | } else |
---|
| 384 | { |
---|
| 385 | m_deactivationTime=btScalar(0.); |
---|
| 386 | setActivationState(0); |
---|
| 387 | } |
---|
| 388 | |
---|
| 389 | } |
---|
| 390 | |
---|
| 391 | SIMD_FORCE_INLINE bool wantsSleeping() |
---|
| 392 | { |
---|
| 393 | |
---|
| 394 | if (getActivationState() == DISABLE_DEACTIVATION) |
---|
| 395 | return false; |
---|
| 396 | |
---|
| 397 | //disable deactivation |
---|
| 398 | if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) |
---|
| 399 | return false; |
---|
| 400 | |
---|
| 401 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) |
---|
| 402 | return true; |
---|
| 403 | |
---|
| 404 | if (m_deactivationTime> gDeactivationTime) |
---|
| 405 | { |
---|
| 406 | return true; |
---|
| 407 | } |
---|
| 408 | return false; |
---|
| 409 | } |
---|
| 410 | |
---|
| 411 | |
---|
| 412 | |
---|
| 413 | const btBroadphaseProxy* getBroadphaseProxy() const |
---|
| 414 | { |
---|
| 415 | return m_broadphaseHandle; |
---|
| 416 | } |
---|
| 417 | btBroadphaseProxy* getBroadphaseProxy() |
---|
| 418 | { |
---|
| 419 | return m_broadphaseHandle; |
---|
| 420 | } |
---|
| 421 | void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) |
---|
| 422 | { |
---|
| 423 | m_broadphaseHandle = broadphaseProxy; |
---|
| 424 | } |
---|
| 425 | |
---|
| 426 | //btMotionState allows to automatic synchronize the world transform for active objects |
---|
| 427 | btMotionState* getMotionState() |
---|
| 428 | { |
---|
| 429 | return m_optionalMotionState; |
---|
| 430 | } |
---|
| 431 | const btMotionState* getMotionState() const |
---|
| 432 | { |
---|
| 433 | return m_optionalMotionState; |
---|
| 434 | } |
---|
| 435 | void setMotionState(btMotionState* motionState) |
---|
| 436 | { |
---|
| 437 | m_optionalMotionState = motionState; |
---|
| 438 | if (m_optionalMotionState) |
---|
| 439 | motionState->getWorldTransform(m_worldTransform); |
---|
| 440 | } |
---|
| 441 | |
---|
| 442 | //for experimental overriding of friction/contact solver func |
---|
| 443 | int m_contactSolverType; |
---|
| 444 | int m_frictionSolverType; |
---|
| 445 | |
---|
| 446 | void setAngularFactor(btScalar angFac) |
---|
| 447 | { |
---|
| 448 | m_angularFactor = angFac; |
---|
| 449 | } |
---|
| 450 | btScalar getAngularFactor() const |
---|
| 451 | { |
---|
| 452 | return m_angularFactor; |
---|
| 453 | } |
---|
| 454 | |
---|
| 455 | //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? |
---|
| 456 | bool isInWorld() const |
---|
| 457 | { |
---|
| 458 | return (getBroadphaseProxy() != 0); |
---|
| 459 | } |
---|
| 460 | |
---|
| 461 | virtual bool checkCollideWithOverride(btCollisionObject* co); |
---|
| 462 | |
---|
| 463 | void addConstraintRef(btTypedConstraint* c); |
---|
| 464 | void removeConstraintRef(btTypedConstraint* c); |
---|
| 465 | |
---|
| 466 | btTypedConstraint* getConstraintRef(int index) |
---|
| 467 | { |
---|
| 468 | return m_constraintRefs[index]; |
---|
| 469 | } |
---|
| 470 | |
---|
| 471 | int getNumConstraintRefs() |
---|
| 472 | { |
---|
| 473 | return m_constraintRefs.size(); |
---|
| 474 | } |
---|
| 475 | |
---|
| 476 | int m_debugBodyId; |
---|
| 477 | }; |
---|
| 478 | |
---|
| 479 | |
---|
| 480 | |
---|
| 481 | #endif |
---|
| 482 | |
---|