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source: code/trunk/src/external/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h @ 8369

Last change on this file since 8369 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 14.0 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef COLLISION_OBJECT_H
17#define COLLISION_OBJECT_H
18
19#include "LinearMath/btTransform.h"
20
21//island management, m_activationState1
22#define ACTIVE_TAG 1
23#define ISLAND_SLEEPING 2
24#define WANTS_DEACTIVATION 3
25#define DISABLE_DEACTIVATION 4
26#define DISABLE_SIMULATION 5
27
28struct  btBroadphaseProxy;
29class   btCollisionShape;
30struct btCollisionShapeData;
31#include "LinearMath/btMotionState.h"
32#include "LinearMath/btAlignedAllocator.h"
33#include "LinearMath/btAlignedObjectArray.h"
34
35typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray;
36
37#ifdef BT_USE_DOUBLE_PRECISION
38#define btCollisionObjectData btCollisionObjectDoubleData
39#define btCollisionObjectDataName "btCollisionObjectDoubleData"
40#else
41#define btCollisionObjectData btCollisionObjectFloatData
42#define btCollisionObjectDataName "btCollisionObjectFloatData"
43#endif
44
45
46/// btCollisionObject can be used to manage collision detection objects.
47/// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy.
48/// They can be added to the btCollisionWorld.
49ATTRIBUTE_ALIGNED16(class)      btCollisionObject
50{
51
52protected:
53
54        btTransform     m_worldTransform;
55
56        ///m_interpolationWorldTransform is used for CCD and interpolation
57        ///it can be either previous or future (predicted) transform
58        btTransform     m_interpolationWorldTransform;
59        //those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
60        //without destroying the continuous interpolated motion (which uses this interpolation velocities)
61        btVector3       m_interpolationLinearVelocity;
62        btVector3       m_interpolationAngularVelocity;
63       
64        btVector3       m_anisotropicFriction;
65        int                     m_hasAnisotropicFriction;
66        btScalar        m_contactProcessingThreshold;   
67
68        btBroadphaseProxy*              m_broadphaseHandle;
69        btCollisionShape*               m_collisionShape;
70        ///m_extensionPointer is used by some internal low-level Bullet extensions.
71        void*                                   m_extensionPointer;
72       
73        ///m_rootCollisionShape is temporarily used to store the original collision shape
74        ///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes
75        ///If it is NULL, the m_collisionShape is not temporarily replaced.
76        btCollisionShape*               m_rootCollisionShape;
77
78        int                             m_collisionFlags;
79
80        int                             m_islandTag1;
81        int                             m_companionId;
82
83        int                             m_activationState1;
84        btScalar                        m_deactivationTime;
85
86        btScalar                m_friction;
87        btScalar                m_restitution;
88
89        ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc.
90        ///do not assign your own m_internalType unless you write a new dynamics object class.
91        int                             m_internalType;
92
93        ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
94        void*                   m_userObjectPointer;
95
96        ///time of impact calculation
97        btScalar                m_hitFraction; 
98       
99        ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
100        btScalar                m_ccdSweptSphereRadius;
101
102        /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
103        btScalar                m_ccdMotionThreshold;
104       
105        /// If some object should have elaborate collision filtering by sub-classes
106        int                     m_checkCollideWith;
107
108        virtual bool    checkCollideWithOverride(btCollisionObject* /* co */)
109        {
110                return true;
111        }
112
113public:
114
115        BT_DECLARE_ALIGNED_ALLOCATOR();
116
117        enum CollisionFlags
118        {
119                CF_STATIC_OBJECT= 1,
120                CF_KINEMATIC_OBJECT= 2,
121                CF_NO_CONTACT_RESPONSE = 4,
122                CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
123                CF_CHARACTER_OBJECT = 16,
124                CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
125                CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
126        };
127
128        enum    CollisionObjectTypes
129        {
130                CO_COLLISION_OBJECT =1,
131                CO_RIGID_BODY=2,
132                ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
133                ///It is useful for collision sensors, explosion objects, character controller etc.
134                CO_GHOST_OBJECT=4,
135                CO_SOFT_BODY=8,
136                CO_HF_FLUID=16,
137                CO_USER_TYPE=32
138        };
139
140        SIMD_FORCE_INLINE bool mergesSimulationIslands() const
141        {
142                ///static objects, kinematic and object without contact response don't merge islands
143                return  ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE) )==0);
144        }
145
146        const btVector3& getAnisotropicFriction() const
147        {
148                return m_anisotropicFriction;
149        }
150        void    setAnisotropicFriction(const btVector3& anisotropicFriction)
151        {
152                m_anisotropicFriction = anisotropicFriction;
153                m_hasAnisotropicFriction = (anisotropicFriction[0]!=1.f) || (anisotropicFriction[1]!=1.f) || (anisotropicFriction[2]!=1.f);
154        }
155        bool    hasAnisotropicFriction() const
156        {
157                return m_hasAnisotropicFriction!=0;
158        }
159
160        ///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default.
161        ///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges
162        void    setContactProcessingThreshold( btScalar contactProcessingThreshold)
163        {
164                m_contactProcessingThreshold = contactProcessingThreshold;
165        }
166        btScalar        getContactProcessingThreshold() const
167        {
168                return m_contactProcessingThreshold;
169        }
170
171        SIMD_FORCE_INLINE bool          isStaticObject() const {
172                return (m_collisionFlags & CF_STATIC_OBJECT) != 0;
173        }
174
175        SIMD_FORCE_INLINE bool          isKinematicObject() const
176        {
177                return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0;
178        }
179
180        SIMD_FORCE_INLINE bool          isStaticOrKinematicObject() const
181        {
182                return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0 ;
183        }
184
185        SIMD_FORCE_INLINE bool          hasContactResponse() const {
186                return (m_collisionFlags & CF_NO_CONTACT_RESPONSE)==0;
187        }
188
189       
190        btCollisionObject();
191
192        virtual ~btCollisionObject();
193
194        virtual void    setCollisionShape(btCollisionShape* collisionShape)
195        {
196                m_collisionShape = collisionShape;
197                m_rootCollisionShape = collisionShape;
198        }
199
200        SIMD_FORCE_INLINE const btCollisionShape*       getCollisionShape() const
201        {
202                return m_collisionShape;
203        }
204
205        SIMD_FORCE_INLINE btCollisionShape*     getCollisionShape()
206        {
207                return m_collisionShape;
208        }
209
210        SIMD_FORCE_INLINE const btCollisionShape*       getRootCollisionShape() const
211        {
212                return m_rootCollisionShape;
213        }
214
215        SIMD_FORCE_INLINE btCollisionShape*     getRootCollisionShape()
216        {
217                return m_rootCollisionShape;
218        }
219
220        ///Avoid using this internal API call
221        ///internalSetTemporaryCollisionShape is used to temporary replace the actual collision shape by a child collision shape.
222        void    internalSetTemporaryCollisionShape(btCollisionShape* collisionShape)
223        {
224                m_collisionShape = collisionShape;
225        }
226
227        ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions.
228        ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
229        void*           internalGetExtensionPointer() const
230        {
231                return m_extensionPointer;
232        }
233        ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions
234        ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
235        void    internalSetExtensionPointer(void* pointer)
236        {
237                m_extensionPointer = pointer;
238        }
239
240        SIMD_FORCE_INLINE       int     getActivationState() const { return m_activationState1;}
241       
242        void setActivationState(int newState);
243
244        void    setDeactivationTime(btScalar time)
245        {
246                m_deactivationTime = time;
247        }
248        btScalar        getDeactivationTime() const
249        {
250                return m_deactivationTime;
251        }
252
253        void forceActivationState(int newState);
254
255        void    activate(bool forceActivation = false);
256
257        SIMD_FORCE_INLINE bool isActive() const
258        {
259                return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
260        }
261
262        void    setRestitution(btScalar rest)
263        {
264                m_restitution = rest;
265        }
266        btScalar        getRestitution() const
267        {
268                return m_restitution;
269        }
270        void    setFriction(btScalar frict)
271        {
272                m_friction = frict;
273        }
274        btScalar        getFriction() const
275        {
276                return m_friction;
277        }
278
279        ///reserved for Bullet internal usage
280        int     getInternalType() const
281        {
282                return m_internalType;
283        }
284
285        btTransform&    getWorldTransform()
286        {
287                return m_worldTransform;
288        }
289
290        const btTransform&      getWorldTransform() const
291        {
292                return m_worldTransform;
293        }
294
295        void    setWorldTransform(const btTransform& worldTrans)
296        {
297                m_worldTransform = worldTrans;
298        }
299
300
301        SIMD_FORCE_INLINE btBroadphaseProxy*    getBroadphaseHandle()
302        {
303                return m_broadphaseHandle;
304        }
305
306        SIMD_FORCE_INLINE const btBroadphaseProxy*      getBroadphaseHandle() const
307        {
308                return m_broadphaseHandle;
309        }
310
311        void    setBroadphaseHandle(btBroadphaseProxy* handle)
312        {
313                m_broadphaseHandle = handle;
314        }
315
316
317        const btTransform&      getInterpolationWorldTransform() const
318        {
319                return m_interpolationWorldTransform;
320        }
321
322        btTransform&    getInterpolationWorldTransform()
323        {
324                return m_interpolationWorldTransform;
325        }
326
327        void    setInterpolationWorldTransform(const btTransform&       trans)
328        {
329                m_interpolationWorldTransform = trans;
330        }
331
332        void    setInterpolationLinearVelocity(const btVector3& linvel)
333        {
334                m_interpolationLinearVelocity = linvel;
335        }
336
337        void    setInterpolationAngularVelocity(const btVector3& angvel)
338        {
339                m_interpolationAngularVelocity = angvel;
340        }
341
342        const btVector3&        getInterpolationLinearVelocity() const
343        {
344                return m_interpolationLinearVelocity;
345        }
346
347        const btVector3&        getInterpolationAngularVelocity() const
348        {
349                return m_interpolationAngularVelocity;
350        }
351
352        SIMD_FORCE_INLINE int getIslandTag() const
353        {
354                return  m_islandTag1;
355        }
356
357        void    setIslandTag(int tag)
358        {
359                m_islandTag1 = tag;
360        }
361
362        SIMD_FORCE_INLINE int getCompanionId() const
363        {
364                return  m_companionId;
365        }
366
367        void    setCompanionId(int id)
368        {
369                m_companionId = id;
370        }
371
372        SIMD_FORCE_INLINE btScalar                      getHitFraction() const
373        {
374                return m_hitFraction; 
375        }
376
377        void    setHitFraction(btScalar hitFraction)
378        {
379                m_hitFraction = hitFraction;
380        }
381
382       
383        SIMD_FORCE_INLINE int   getCollisionFlags() const
384        {
385                return m_collisionFlags;
386        }
387
388        void    setCollisionFlags(int flags)
389        {
390                m_collisionFlags = flags;
391        }
392       
393        ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
394        btScalar                        getCcdSweptSphereRadius() const
395        {
396                return m_ccdSweptSphereRadius;
397        }
398
399        ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
400        void    setCcdSweptSphereRadius(btScalar radius)
401        {
402                m_ccdSweptSphereRadius = radius;
403        }
404
405        btScalar        getCcdMotionThreshold() const
406        {
407                return m_ccdMotionThreshold;
408        }
409
410        btScalar        getCcdSquareMotionThreshold() const
411        {
412                return m_ccdMotionThreshold*m_ccdMotionThreshold;
413        }
414
415
416
417        /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
418        void    setCcdMotionThreshold(btScalar ccdMotionThreshold)
419        {
420                m_ccdMotionThreshold = ccdMotionThreshold;
421        }
422
423        ///users can point to their objects, userPointer is not used by Bullet
424        void*   getUserPointer() const
425        {
426                return m_userObjectPointer;
427        }
428       
429        ///users can point to their objects, userPointer is not used by Bullet
430        void    setUserPointer(void* userPointer)
431        {
432                m_userObjectPointer = userPointer;
433        }
434
435
436        inline bool checkCollideWith(btCollisionObject* co)
437        {
438                if (m_checkCollideWith)
439                        return checkCollideWithOverride(co);
440
441                return true;
442        }
443
444        virtual int     calculateSerializeBufferSize()  const;
445
446        ///fills the dataBuffer and returns the struct name (and 0 on failure)
447        virtual const char*     serialize(void* dataBuffer, class btSerializer* serializer) const;
448
449        virtual void serializeSingleObject(class btSerializer* serializer) const;
450
451};
452
453///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
454struct  btCollisionObjectDoubleData
455{
456        void                                    *m_broadphaseHandle;
457        void                                    *m_collisionShape;
458        btCollisionShapeData    *m_rootCollisionShape;
459        char                                    *m_name;
460
461        btTransformDoubleData   m_worldTransform;
462        btTransformDoubleData   m_interpolationWorldTransform;
463        btVector3DoubleData             m_interpolationLinearVelocity;
464        btVector3DoubleData             m_interpolationAngularVelocity;
465        btVector3DoubleData             m_anisotropicFriction;
466        double                                  m_contactProcessingThreshold;   
467        double                                  m_deactivationTime;
468        double                                  m_friction;
469        double                                  m_restitution;
470        double                                  m_hitFraction; 
471        double                                  m_ccdSweptSphereRadius;
472        double                                  m_ccdMotionThreshold;
473
474        int                                             m_hasAnisotropicFriction;
475        int                                             m_collisionFlags;
476        int                                             m_islandTag1;
477        int                                             m_companionId;
478        int                                             m_activationState1;
479        int                                             m_internalType;
480        int                                             m_checkCollideWith;
481
482        char    m_padding[4];
483};
484
485///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
486struct  btCollisionObjectFloatData
487{
488        void                                    *m_broadphaseHandle;
489        void                                    *m_collisionShape;
490        btCollisionShapeData    *m_rootCollisionShape;
491        char                                    *m_name;
492
493        btTransformFloatData    m_worldTransform;
494        btTransformFloatData    m_interpolationWorldTransform;
495        btVector3FloatData              m_interpolationLinearVelocity;
496        btVector3FloatData              m_interpolationAngularVelocity;
497        btVector3FloatData              m_anisotropicFriction;
498        float                                   m_contactProcessingThreshold;   
499        float                                   m_deactivationTime;
500        float                                   m_friction;
501        float                                   m_restitution;
502        float                                   m_hitFraction; 
503        float                                   m_ccdSweptSphereRadius;
504        float                                   m_ccdMotionThreshold;
505
506        int                                             m_hasAnisotropicFriction;
507        int                                             m_collisionFlags;
508        int                                             m_islandTag1;
509        int                                             m_companionId;
510        int                                             m_activationState1;
511        int                                             m_internalType;
512        int                                             m_checkCollideWith;
513};
514
515
516
517SIMD_FORCE_INLINE       int     btCollisionObject::calculateSerializeBufferSize() const
518{
519        return sizeof(btCollisionObjectData);
520}
521
522
523
524#endif //COLLISION_OBJECT_H
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