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/*
Bullet Continuous Collision Detection and Physics Library
Copyright ( c ) 2003 - 2006 Erwin Coumans http : //continuousphysics.com/Bullet/
This software is provided ' as - is ' , without any express or implied warranty .
In no event will the authors be held liable for any damages arising from the use of this software .
Permission is granted to anyone to use this software for any purpose ,
including commercial applications , and to alter it and redistribute it freely ,
subject to the following restrictions :
1. The origin of this software must not be misrepresented ; you must not claim that you wrote the original software . If you use this software in a product , an acknowledgment in the product documentation would be appreciated but is not required .
2. Altered source versions must be plainly marked as such , and must not be misrepresented as being the original software .
3. This notice may not be removed or altered from any source distribution .
*/
# ifndef BT_RIGIDBODY_H
# define BT_RIGIDBODY_H
# include "LinearMath/btAlignedObjectArray.h"
# include "LinearMath/btTransform.h"
# include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
# include "BulletCollision/CollisionDispatch/btCollisionObject.h"
class btCollisionShape ;
class btMotionState ;
class btTypedConstraint ;
extern btScalar gDeactivationTime ;
extern bool gDisableDeactivation ;
# ifdef BT_USE_DOUBLE_PRECISION
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# define btRigidBodyData btRigidBodyDoubleData
# define btRigidBodyDataName "btRigidBodyDoubleData"
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# else
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# define btRigidBodyData btRigidBodyFloatData
# define btRigidBodyDataName "btRigidBodyFloatData"
# endif //BT_USE_DOUBLE_PRECISION
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enum btRigidBodyFlags
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{
BT_DISABLE_WORLD_GRAVITY = 1 ,
///BT_ENABLE_GYROPSCOPIC_FORCE flags is enabled by default in Bullet 2.83 and onwards.
///and it BT_ENABLE_GYROPSCOPIC_FORCE becomes equivalent to BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
///See Demos/GyroscopicDemo and computeGyroscopicImpulseImplicit
BT_ENABLE_GYROSCOPIC_FORCE_EXPLICIT = 2 ,
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BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_WORLD = 4 ,
BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY = 8 ,
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BT_ENABLE_GYROPSCOPIC_FORCE = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY ,
} ;
///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
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///There are 3 types of rigid bodies:
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///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
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///- C) Kinematic objects, which are objects without mass, but the user can move them. There is one-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
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///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time.
///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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class btRigidBody : public btCollisionObject
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{
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btMatrix3x3 m_invInertiaTensorWorld ;
btVector3 m_linearVelocity ;
btVector3 m_angularVelocity ;
btScalar m_inverseMass ;
btVector3 m_linearFactor ;
btVector3 m_gravity ;
btVector3 m_gravity_acceleration ;
btVector3 m_invInertiaLocal ;
btVector3 m_totalForce ;
btVector3 m_totalTorque ;
btScalar m_linearDamping ;
btScalar m_angularDamping ;
bool m_additionalDamping ;
btScalar m_additionalDampingFactor ;
btScalar m_additionalLinearDampingThresholdSqr ;
btScalar m_additionalAngularDampingThresholdSqr ;
btScalar m_additionalAngularDampingFactor ;
btScalar m_linearSleepingThreshold ;
btScalar m_angularSleepingThreshold ;
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//m_optionalMotionState allows to automatic synchronize the world transform for active objects
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btMotionState * m_optionalMotionState ;
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//keep track of typed constraints referencing this rigid body, to disable collision between linked bodies
btAlignedObjectArray < btTypedConstraint * > m_constraintRefs ;
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int m_rigidbodyFlags ;
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int m_debugBodyId ;
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protected :
ATTRIBUTE_ALIGNED16 ( btVector3 m_deltaLinearVelocity ) ;
btVector3 m_deltaAngularVelocity ;
btVector3 m_angularFactor ;
btVector3 m_invMass ;
btVector3 m_pushVelocity ;
btVector3 m_turnVelocity ;
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public :
///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
///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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///You can use the motion state to synchronize the world transform between physics and graphics objects.
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///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state,
///m_startWorldTransform is only used when you don't provide a motion state.
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struct btRigidBodyConstructionInfo
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{
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btScalar m_mass ;
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///When a motionState is provided, the rigid body will initialize its world transform from the motion state
///In this case, m_startWorldTransform is ignored.
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btMotionState * m_motionState ;
btTransform m_startWorldTransform ;
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btCollisionShape * m_collisionShape ;
btVector3 m_localInertia ;
btScalar m_linearDamping ;
btScalar m_angularDamping ;
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///best simulation results when friction is non-zero
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btScalar m_friction ;
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///the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever.
///See Bullet/Demos/RollingFrictionDemo for usage
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btScalar m_rollingFriction ;
btScalar m_spinningFriction ; //torsional friction around contact normal
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///best simulation results using zero restitution.
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btScalar m_restitution ;
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btScalar m_linearSleepingThreshold ;
btScalar m_angularSleepingThreshold ;
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//Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
//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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bool m_additionalDamping ;
btScalar m_additionalDampingFactor ;
btScalar m_additionalLinearDampingThresholdSqr ;
btScalar m_additionalAngularDampingThresholdSqr ;
btScalar m_additionalAngularDampingFactor ;
btRigidBodyConstructionInfo ( btScalar mass , btMotionState * motionState , btCollisionShape * collisionShape , const btVector3 & localInertia = btVector3 ( 0 , 0 , 0 ) ) : m_mass ( mass ) ,
m_motionState ( motionState ) ,
m_collisionShape ( collisionShape ) ,
m_localInertia ( localInertia ) ,
m_linearDamping ( btScalar ( 0. ) ) ,
m_angularDamping ( btScalar ( 0. ) ) ,
m_friction ( btScalar ( 0.5 ) ) ,
m_rollingFriction ( btScalar ( 0 ) ) ,
m_spinningFriction ( btScalar ( 0 ) ) ,
m_restitution ( btScalar ( 0. ) ) ,
m_linearSleepingThreshold ( btScalar ( 0.8 ) ) ,
m_angularSleepingThreshold ( btScalar ( 1.f ) ) ,
m_additionalDamping ( false ) ,
m_additionalDampingFactor ( btScalar ( 0.005 ) ) ,
m_additionalLinearDampingThresholdSqr ( btScalar ( 0.01 ) ) ,
m_additionalAngularDampingThresholdSqr ( btScalar ( 0.01 ) ) ,
m_additionalAngularDampingFactor ( btScalar ( 0.01 ) )
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{
m_startWorldTransform . setIdentity ( ) ;
}
} ;
///btRigidBody constructor using construction info
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btRigidBody ( const btRigidBodyConstructionInfo & constructionInfo ) ;
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///btRigidBody constructor for backwards compatibility.
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///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
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btRigidBody ( btScalar mass , btMotionState * motionState , btCollisionShape * collisionShape , const btVector3 & localInertia = btVector3 ( 0 , 0 , 0 ) ) ;
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virtual ~ btRigidBody ( )
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{
//No constraints should point to this rigidbody
//Remove constraints from the dynamics world before you delete the related rigidbodies.
btAssert ( m_constraintRefs . size ( ) = = 0 ) ;
}
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protected :
///setupRigidBody is only used internally by the constructor
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void setupRigidBody ( const btRigidBodyConstructionInfo & constructionInfo ) ;
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public :
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void proceedToTransform ( const btTransform & newTrans ) ;
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///to keep collision detection and dynamics separate we don't store a rigidbody pointer
///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
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static const btRigidBody * upcast ( const btCollisionObject * colObj )
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{
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if ( colObj - > getInternalType ( ) & btCollisionObject : : CO_RIGID_BODY )
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return ( const btRigidBody * ) colObj ;
return 0 ;
}
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static btRigidBody * upcast ( btCollisionObject * colObj )
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{
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if ( colObj - > getInternalType ( ) & btCollisionObject : : CO_RIGID_BODY )
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return ( btRigidBody * ) colObj ;
return 0 ;
}
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/// continuous collision detection needs prediction
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void predictIntegratedTransform ( btScalar step , btTransform & predictedTransform ) ;
void saveKinematicState ( btScalar step ) ;
void applyGravity ( ) ;
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void clearGravity ( ) ;
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void setGravity ( const btVector3 & acceleration ) ;
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const btVector3 & getGravity ( ) const
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{
return m_gravity_acceleration ;
}
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void setDamping ( btScalar lin_damping , btScalar ang_damping ) ;
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btScalar getLinearDamping ( ) const
{
return m_linearDamping ;
}
btScalar getAngularDamping ( ) const
{
return m_angularDamping ;
}
btScalar getLinearSleepingThreshold ( ) const
{
return m_linearSleepingThreshold ;
}
btScalar getAngularSleepingThreshold ( ) const
{
return m_angularSleepingThreshold ;
}
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void applyDamping ( btScalar timeStep ) ;
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SIMD_FORCE_INLINE const btCollisionShape * getCollisionShape ( ) const
{
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return m_collisionShape ;
}
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SIMD_FORCE_INLINE btCollisionShape * getCollisionShape ( )
{
return m_collisionShape ;
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}
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void setMassProps ( btScalar mass , const btVector3 & inertia ) ;
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const btVector3 & getLinearFactor ( ) const
{
return m_linearFactor ;
}
void setLinearFactor ( const btVector3 & linearFactor )
{
m_linearFactor = linearFactor ;
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m_invMass = m_linearFactor * m_inverseMass ;
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}
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btScalar getInvMass ( ) const { return m_inverseMass ; }
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btScalar getMass ( ) const { return m_inverseMass = = btScalar ( 0. ) ? btScalar ( 0. ) : btScalar ( 1.0 ) / m_inverseMass ; }
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const btMatrix3x3 & getInvInertiaTensorWorld ( ) const
{
return m_invInertiaTensorWorld ;
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}
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void integrateVelocities ( btScalar step ) ;
void setCenterOfMassTransform ( const btTransform & xform ) ;
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void applyCentralForce ( const btVector3 & force )
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{
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m_totalForce + = force * m_linearFactor ;
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}
const btVector3 & getTotalForce ( ) const
{
return m_totalForce ;
} ;
const btVector3 & getTotalTorque ( ) const
{
return m_totalTorque ;
} ;
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const btVector3 & getInvInertiaDiagLocal ( ) const
{
return m_invInertiaLocal ;
} ;
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void setInvInertiaDiagLocal ( const btVector3 & diagInvInertia )
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{
m_invInertiaLocal = diagInvInertia ;
}
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void setSleepingThresholds ( btScalar linear , btScalar angular )
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{
m_linearSleepingThreshold = linear ;
m_angularSleepingThreshold = angular ;
}
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void applyTorque ( const btVector3 & torque )
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{
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m_totalTorque + = torque * m_angularFactor ;
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}
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void applyForce ( const btVector3 & force , const btVector3 & rel_pos )
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{
applyCentralForce ( force ) ;
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applyTorque ( rel_pos . cross ( force * m_linearFactor ) ) ;
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}
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void applyCentralImpulse ( const btVector3 & impulse )
{
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m_linearVelocity + = impulse * m_linearFactor * m_inverseMass ;
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}
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void applyTorqueImpulse ( const btVector3 & torque )
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{
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m_angularVelocity + = m_invInertiaTensorWorld * torque * m_angularFactor ;
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}
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void applyImpulse ( const btVector3 & impulse , const btVector3 & rel_pos )
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{
if ( m_inverseMass ! = btScalar ( 0. ) )
{
applyCentralImpulse ( impulse ) ;
if ( m_angularFactor )
{
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applyTorqueImpulse ( rel_pos . cross ( impulse * m_linearFactor ) ) ;
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}
}
}
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void applyPushImpulse ( const btVector3 & impulse , const btVector3 & rel_pos )
{
if ( m_inverseMass ! = btScalar ( 0. ) )
{
applyCentralPushImpulse ( impulse ) ;
if ( m_angularFactor )
{
applyTorqueTurnImpulse ( rel_pos . cross ( impulse * m_linearFactor ) ) ;
}
}
}
btVector3 getPushVelocity ( )
{
return m_pushVelocity ;
}
btVector3 getTurnVelocity ( )
{
return m_turnVelocity ;
}
void setPushVelocity ( const btVector3 & v )
{
m_pushVelocity = v ;
}
void setTurnVelocity ( const btVector3 & v )
{
m_turnVelocity = v ;
}
void applyCentralPushImpulse ( const btVector3 & impulse )
{
m_pushVelocity + = impulse * m_linearFactor * m_inverseMass ;
}
void applyTorqueTurnImpulse ( const btVector3 & torque )
{
m_turnVelocity + = m_invInertiaTensorWorld * torque * m_angularFactor ;
}
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void clearForces ( )
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{
m_totalForce . setValue ( btScalar ( 0.0 ) , btScalar ( 0.0 ) , btScalar ( 0.0 ) ) ;
m_totalTorque . setValue ( btScalar ( 0.0 ) , btScalar ( 0.0 ) , btScalar ( 0.0 ) ) ;
}
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void updateInertiaTensor ( ) ;
const btVector3 & getCenterOfMassPosition ( ) const
{
return m_worldTransform . getOrigin ( ) ;
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}
btQuaternion getOrientation ( ) const ;
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const btTransform & getCenterOfMassTransform ( ) const
{
return m_worldTransform ;
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}
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const btVector3 & getLinearVelocity ( ) const
{
return m_linearVelocity ;
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}
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const btVector3 & getAngularVelocity ( ) const
{
return m_angularVelocity ;
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}
inline void setLinearVelocity ( const btVector3 & lin_vel )
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{
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m_updateRevision + + ;
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m_linearVelocity = lin_vel ;
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}
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inline void setAngularVelocity ( const btVector3 & ang_vel )
{
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m_updateRevision + + ;
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m_angularVelocity = ang_vel ;
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}
btVector3 getVelocityInLocalPoint ( const btVector3 & rel_pos ) const
{
//we also calculate lin/ang velocity for kinematic objects
return m_linearVelocity + m_angularVelocity . cross ( rel_pos ) ;
//for kinematic objects, we could also use use:
// return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
}
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void translate ( const btVector3 & v )
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{
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m_worldTransform . getOrigin ( ) + = v ;
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}
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void getAabb ( btVector3 & aabbMin , btVector3 & aabbMax ) const ;
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SIMD_FORCE_INLINE btScalar computeImpulseDenominator ( const btVector3 & pos , const btVector3 & normal ) const
{
btVector3 r0 = pos - getCenterOfMassPosition ( ) ;
btVector3 c0 = ( r0 ) . cross ( normal ) ;
btVector3 vec = ( c0 * getInvInertiaTensorWorld ( ) ) . cross ( r0 ) ;
return m_inverseMass + normal . dot ( vec ) ;
}
SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator ( const btVector3 & axis ) const
{
btVector3 vec = axis * getInvInertiaTensorWorld ( ) ;
return axis . dot ( vec ) ;
}
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SIMD_FORCE_INLINE void updateDeactivation ( btScalar timeStep )
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{
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if ( ( getActivationState ( ) = = ISLAND_SLEEPING ) | | ( getActivationState ( ) = = DISABLE_DEACTIVATION ) )
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return ;
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if ( ( getLinearVelocity ( ) . length2 ( ) < m_linearSleepingThreshold * m_linearSleepingThreshold ) & &
( getAngularVelocity ( ) . length2 ( ) < m_angularSleepingThreshold * m_angularSleepingThreshold ) )
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{
m_deactivationTime + = timeStep ;
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}
else
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{
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m_deactivationTime = btScalar ( 0. ) ;
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setActivationState ( 0 ) ;
}
}
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SIMD_FORCE_INLINE bool wantsSleeping ( )
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{
if ( getActivationState ( ) = = DISABLE_DEACTIVATION )
return false ;
//disable deactivation
if ( gDisableDeactivation | | ( gDeactivationTime = = btScalar ( 0. ) ) )
return false ;
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if ( ( getActivationState ( ) = = ISLAND_SLEEPING ) | | ( getActivationState ( ) = = WANTS_DEACTIVATION ) )
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return true ;
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if ( m_deactivationTime > gDeactivationTime )
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{
return true ;
}
return false ;
}
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const btBroadphaseProxy * getBroadphaseProxy ( ) const
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{
return m_broadphaseHandle ;
}
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btBroadphaseProxy * getBroadphaseProxy ( )
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{
return m_broadphaseHandle ;
}
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void setNewBroadphaseProxy ( btBroadphaseProxy * broadphaseProxy )
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{
m_broadphaseHandle = broadphaseProxy ;
}
//btMotionState allows to automatic synchronize the world transform for active objects
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btMotionState * getMotionState ( )
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{
return m_optionalMotionState ;
}
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const btMotionState * getMotionState ( ) const
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{
return m_optionalMotionState ;
}
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void setMotionState ( btMotionState * motionState )
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{
m_optionalMotionState = motionState ;
if ( m_optionalMotionState )
motionState - > getWorldTransform ( m_worldTransform ) ;
}
//for experimental overriding of friction/contact solver func
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int m_contactSolverType ;
int m_frictionSolverType ;
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void setAngularFactor ( const btVector3 & angFac )
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{
m_updateRevision + + ;
m_angularFactor = angFac ;
}
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void setAngularFactor ( btScalar angFac )
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{
m_updateRevision + + ;
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m_angularFactor . setValue ( angFac , angFac , angFac ) ;
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}
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const btVector3 & getAngularFactor ( ) const
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{
return m_angularFactor ;
}
//is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase?
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bool isInWorld ( ) const
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{
return ( getBroadphaseProxy ( ) ! = 0 ) ;
}
void addConstraintRef ( btTypedConstraint * c ) ;
void removeConstraintRef ( btTypedConstraint * c ) ;
btTypedConstraint * getConstraintRef ( int index )
{
return m_constraintRefs [ index ] ;
}
int getNumConstraintRefs ( ) const
{
return m_constraintRefs . size ( ) ;
}
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void setFlags ( int flags )
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{
m_rigidbodyFlags = flags ;
}
int getFlags ( ) const
{
return m_rigidbodyFlags ;
}
///perform implicit force computation in world space
btVector3 computeGyroscopicImpulseImplicit_World ( btScalar dt ) const ;
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///perform implicit force computation in body space (inertial frame)
btVector3 computeGyroscopicImpulseImplicit_Body ( btScalar step ) const ;
///explicit version is best avoided, it gains energy
btVector3 computeGyroscopicForceExplicit ( btScalar maxGyroscopicForce ) const ;
btVector3 getLocalInertia ( ) const ;
///////////////////////////////////////////////
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virtual int calculateSerializeBufferSize ( ) const ;
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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virtual const char * serialize ( void * dataBuffer , class btSerializer * serializer ) const ;
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virtual void serializeSingleObject ( class btSerializer * serializer ) const ;
} ;
//@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btRigidBodyFloatData
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{
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btCollisionObjectFloatData m_collisionObjectData ;
btMatrix3x3FloatData m_invInertiaTensorWorld ;
btVector3FloatData m_linearVelocity ;
btVector3FloatData m_angularVelocity ;
btVector3FloatData m_angularFactor ;
btVector3FloatData m_linearFactor ;
btVector3FloatData m_gravity ;
btVector3FloatData m_gravity_acceleration ;
btVector3FloatData m_invInertiaLocal ;
btVector3FloatData m_totalForce ;
btVector3FloatData m_totalTorque ;
float m_inverseMass ;
float m_linearDamping ;
float m_angularDamping ;
float m_additionalDampingFactor ;
float m_additionalLinearDampingThresholdSqr ;
float m_additionalAngularDampingThresholdSqr ;
float m_additionalAngularDampingFactor ;
float m_linearSleepingThreshold ;
float m_angularSleepingThreshold ;
int m_additionalDamping ;
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} ;
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btRigidBodyDoubleData
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{
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btCollisionObjectDoubleData m_collisionObjectData ;
btMatrix3x3DoubleData m_invInertiaTensorWorld ;
btVector3DoubleData m_linearVelocity ;
btVector3DoubleData m_angularVelocity ;
btVector3DoubleData m_angularFactor ;
btVector3DoubleData m_linearFactor ;
btVector3DoubleData m_gravity ;
btVector3DoubleData m_gravity_acceleration ;
btVector3DoubleData m_invInertiaLocal ;
btVector3DoubleData m_totalForce ;
btVector3DoubleData m_totalTorque ;
double m_inverseMass ;
double m_linearDamping ;
double m_angularDamping ;
double m_additionalDampingFactor ;
double m_additionalLinearDampingThresholdSqr ;
double m_additionalAngularDampingThresholdSqr ;
double m_additionalAngularDampingFactor ;
double m_linearSleepingThreshold ;
double m_angularSleepingThreshold ;
int m_additionalDamping ;
char m_padding [ 4 ] ;
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} ;
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# endif //BT_RIGIDBODY_H