| 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 BT_RIGIDBODY_H |
|---|
| 17 | #define BT_RIGIDBODY_H |
|---|
| 18 | |
|---|
| 19 | #include "LinearMath/btAlignedObjectArray.h" |
|---|
| 20 | #include "LinearMath/btTransform.h" |
|---|
| 21 | #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" |
|---|
| 22 | #include "BulletCollision/CollisionDispatch/btCollisionObject.h" |
|---|
| 23 | |
|---|
| 24 | class btCollisionShape; |
|---|
| 25 | class btMotionState; |
|---|
| 26 | class btTypedConstraint; |
|---|
| 27 | |
|---|
| 28 | |
|---|
| 29 | extern btScalar gDeactivationTime; |
|---|
| 30 | extern bool gDisableDeactivation; |
|---|
| 31 | |
|---|
| 32 | #ifdef BT_USE_DOUBLE_PRECISION |
|---|
| 33 | #define btRigidBodyData btRigidBodyDoubleData |
|---|
| 34 | #define btRigidBodyDataName "btRigidBodyDoubleData" |
|---|
| 35 | #else |
|---|
| 36 | #define btRigidBodyData btRigidBodyFloatData |
|---|
| 37 | #define btRigidBodyDataName "btRigidBodyFloatData" |
|---|
| 38 | #endif //BT_USE_DOUBLE_PRECISION |
|---|
| 39 | |
|---|
| 40 | |
|---|
| 41 | enum btRigidBodyFlags |
|---|
| 42 | { |
|---|
| 43 | BT_DISABLE_WORLD_GRAVITY = 1 |
|---|
| 44 | }; |
|---|
| 45 | |
|---|
| 46 | |
|---|
| 47 | ///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. |
|---|
| 48 | ///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. |
|---|
| 49 | ///There are 3 types of rigid bodies: |
|---|
| 50 | ///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. |
|---|
| 51 | ///- B) Fixed objects with zero mass. They are not moving (basically collision objects) |
|---|
| 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. |
|---|
| 53 | ///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. |
|---|
| 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) |
|---|
| 55 | class btRigidBody : public btCollisionObject |
|---|
| 56 | { |
|---|
| 57 | |
|---|
| 58 | btMatrix3x3 m_invInertiaTensorWorld; |
|---|
| 59 | btVector3 m_linearVelocity; |
|---|
| 60 | btVector3 m_angularVelocity; |
|---|
| 61 | btScalar m_inverseMass; |
|---|
| 62 | btVector3 m_linearFactor; |
|---|
| 63 | |
|---|
| 64 | btVector3 m_gravity; |
|---|
| 65 | btVector3 m_gravity_acceleration; |
|---|
| 66 | btVector3 m_invInertiaLocal; |
|---|
| 67 | btVector3 m_totalForce; |
|---|
| 68 | btVector3 m_totalTorque; |
|---|
| 69 | |
|---|
| 70 | btScalar m_linearDamping; |
|---|
| 71 | btScalar m_angularDamping; |
|---|
| 72 | |
|---|
| 73 | bool m_additionalDamping; |
|---|
| 74 | btScalar m_additionalDampingFactor; |
|---|
| 75 | btScalar m_additionalLinearDampingThresholdSqr; |
|---|
| 76 | btScalar m_additionalAngularDampingThresholdSqr; |
|---|
| 77 | btScalar m_additionalAngularDampingFactor; |
|---|
| 78 | |
|---|
| 79 | |
|---|
| 80 | btScalar m_linearSleepingThreshold; |
|---|
| 81 | btScalar m_angularSleepingThreshold; |
|---|
| 82 | |
|---|
| 83 | //m_optionalMotionState allows to automatic synchronize the world transform for active objects |
|---|
| 84 | btMotionState* m_optionalMotionState; |
|---|
| 85 | |
|---|
| 86 | //keep track of typed constraints referencing this rigid body |
|---|
| 87 | btAlignedObjectArray<btTypedConstraint*> m_constraintRefs; |
|---|
| 88 | |
|---|
| 89 | int m_rigidbodyFlags; |
|---|
| 90 | |
|---|
| 91 | int m_debugBodyId; |
|---|
| 92 | |
|---|
| 93 | |
|---|
| 94 | protected: |
|---|
| 95 | |
|---|
| 96 | ATTRIBUTE_ALIGNED64(btVector3 m_deltaLinearVelocity); |
|---|
| 97 | btVector3 m_deltaAngularVelocity; |
|---|
| 98 | btVector3 m_angularFactor; |
|---|
| 99 | btVector3 m_invMass; |
|---|
| 100 | btVector3 m_pushVelocity; |
|---|
| 101 | btVector3 m_turnVelocity; |
|---|
| 102 | |
|---|
| 103 | |
|---|
| 104 | public: |
|---|
| 105 | |
|---|
| 106 | |
|---|
| 107 | ///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. |
|---|
| 108 | ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument) |
|---|
| 109 | ///You can use the motion state to synchronize the world transform between physics and graphics objects. |
|---|
| 110 | ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, |
|---|
| 111 | ///m_startWorldTransform is only used when you don't provide a motion state. |
|---|
| 112 | struct btRigidBodyConstructionInfo |
|---|
| 113 | { |
|---|
| 114 | btScalar m_mass; |
|---|
| 115 | |
|---|
| 116 | ///When a motionState is provided, the rigid body will initialize its world transform from the motion state |
|---|
| 117 | ///In this case, m_startWorldTransform is ignored. |
|---|
| 118 | btMotionState* m_motionState; |
|---|
| 119 | btTransform m_startWorldTransform; |
|---|
| 120 | |
|---|
| 121 | btCollisionShape* m_collisionShape; |
|---|
| 122 | btVector3 m_localInertia; |
|---|
| 123 | btScalar m_linearDamping; |
|---|
| 124 | btScalar m_angularDamping; |
|---|
| 125 | |
|---|
| 126 | ///best simulation results when friction is non-zero |
|---|
| 127 | btScalar m_friction; |
|---|
| 128 | ///best simulation results using zero restitution. |
|---|
| 129 | btScalar m_restitution; |
|---|
| 130 | |
|---|
| 131 | btScalar m_linearSleepingThreshold; |
|---|
| 132 | btScalar m_angularSleepingThreshold; |
|---|
| 133 | |
|---|
| 134 | //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. |
|---|
| 135 | //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete |
|---|
| 136 | bool m_additionalDamping; |
|---|
| 137 | btScalar m_additionalDampingFactor; |
|---|
| 138 | btScalar m_additionalLinearDampingThresholdSqr; |
|---|
| 139 | btScalar m_additionalAngularDampingThresholdSqr; |
|---|
| 140 | btScalar m_additionalAngularDampingFactor; |
|---|
| 141 | |
|---|
| 142 | btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): |
|---|
| 143 | m_mass(mass), |
|---|
| 144 | m_motionState(motionState), |
|---|
| 145 | m_collisionShape(collisionShape), |
|---|
| 146 | m_localInertia(localInertia), |
|---|
| 147 | m_linearDamping(btScalar(0.)), |
|---|
| 148 | m_angularDamping(btScalar(0.)), |
|---|
| 149 | m_friction(btScalar(0.5)), |
|---|
| 150 | m_restitution(btScalar(0.)), |
|---|
| 151 | m_linearSleepingThreshold(btScalar(0.8)), |
|---|
| 152 | m_angularSleepingThreshold(btScalar(1.f)), |
|---|
| 153 | m_additionalDamping(false), |
|---|
| 154 | m_additionalDampingFactor(btScalar(0.005)), |
|---|
| 155 | m_additionalLinearDampingThresholdSqr(btScalar(0.01)), |
|---|
| 156 | m_additionalAngularDampingThresholdSqr(btScalar(0.01)), |
|---|
| 157 | m_additionalAngularDampingFactor(btScalar(0.01)) |
|---|
| 158 | { |
|---|
| 159 | m_startWorldTransform.setIdentity(); |
|---|
| 160 | } |
|---|
| 161 | }; |
|---|
| 162 | |
|---|
| 163 | ///btRigidBody constructor using construction info |
|---|
| 164 | btRigidBody( const btRigidBodyConstructionInfo& constructionInfo); |
|---|
| 165 | |
|---|
| 166 | ///btRigidBody constructor for backwards compatibility. |
|---|
| 167 | ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) |
|---|
| 168 | btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); |
|---|
| 169 | |
|---|
| 170 | |
|---|
| 171 | virtual ~btRigidBody() |
|---|
| 172 | { |
|---|
| 173 | //No constraints should point to this rigidbody |
|---|
| 174 | //Remove constraints from the dynamics world before you delete the related rigidbodies. |
|---|
| 175 | btAssert(m_constraintRefs.size()==0); |
|---|
| 176 | } |
|---|
| 177 | |
|---|
| 178 | protected: |
|---|
| 179 | |
|---|
| 180 | ///setupRigidBody is only used internally by the constructor |
|---|
| 181 | void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); |
|---|
| 182 | |
|---|
| 183 | public: |
|---|
| 184 | |
|---|
| 185 | void proceedToTransform(const btTransform& newTrans); |
|---|
| 186 | |
|---|
| 187 | ///to keep collision detection and dynamics separate we don't store a rigidbody pointer |
|---|
| 188 | ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast |
|---|
| 189 | static const btRigidBody* upcast(const btCollisionObject* colObj) |
|---|
| 190 | { |
|---|
| 191 | if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY) |
|---|
| 192 | return (const btRigidBody*)colObj; |
|---|
| 193 | return 0; |
|---|
| 194 | } |
|---|
| 195 | static btRigidBody* upcast(btCollisionObject* colObj) |
|---|
| 196 | { |
|---|
| 197 | if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY) |
|---|
| 198 | return (btRigidBody*)colObj; |
|---|
| 199 | return 0; |
|---|
| 200 | } |
|---|
| 201 | |
|---|
| 202 | /// continuous collision detection needs prediction |
|---|
| 203 | void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; |
|---|
| 204 | |
|---|
| 205 | void saveKinematicState(btScalar step); |
|---|
| 206 | |
|---|
| 207 | void applyGravity(); |
|---|
| 208 | |
|---|
| 209 | void setGravity(const btVector3& acceleration); |
|---|
| 210 | |
|---|
| 211 | const btVector3& getGravity() const |
|---|
| 212 | { |
|---|
| 213 | return m_gravity_acceleration; |
|---|
| 214 | } |
|---|
| 215 | |
|---|
| 216 | void setDamping(btScalar lin_damping, btScalar ang_damping); |
|---|
| 217 | |
|---|
| 218 | btScalar getLinearDamping() const |
|---|
| 219 | { |
|---|
| 220 | return m_linearDamping; |
|---|
| 221 | } |
|---|
| 222 | |
|---|
| 223 | btScalar getAngularDamping() const |
|---|
| 224 | { |
|---|
| 225 | return m_angularDamping; |
|---|
| 226 | } |
|---|
| 227 | |
|---|
| 228 | btScalar getLinearSleepingThreshold() const |
|---|
| 229 | { |
|---|
| 230 | return m_linearSleepingThreshold; |
|---|
| 231 | } |
|---|
| 232 | |
|---|
| 233 | btScalar getAngularSleepingThreshold() const |
|---|
| 234 | { |
|---|
| 235 | return m_angularSleepingThreshold; |
|---|
| 236 | } |
|---|
| 237 | |
|---|
| 238 | void applyDamping(btScalar timeStep); |
|---|
| 239 | |
|---|
| 240 | SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { |
|---|
| 241 | return m_collisionShape; |
|---|
| 242 | } |
|---|
| 243 | |
|---|
| 244 | SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() { |
|---|
| 245 | return m_collisionShape; |
|---|
| 246 | } |
|---|
| 247 | |
|---|
| 248 | void setMassProps(btScalar mass, const btVector3& inertia); |
|---|
| 249 | |
|---|
| 250 | const btVector3& getLinearFactor() const |
|---|
| 251 | { |
|---|
| 252 | return m_linearFactor; |
|---|
| 253 | } |
|---|
| 254 | void setLinearFactor(const btVector3& linearFactor) |
|---|
| 255 | { |
|---|
| 256 | m_linearFactor = linearFactor; |
|---|
| 257 | m_invMass = m_linearFactor*m_inverseMass; |
|---|
| 258 | } |
|---|
| 259 | btScalar getInvMass() const { return m_inverseMass; } |
|---|
| 260 | const btMatrix3x3& getInvInertiaTensorWorld() const { |
|---|
| 261 | return m_invInertiaTensorWorld; |
|---|
| 262 | } |
|---|
| 263 | |
|---|
| 264 | void integrateVelocities(btScalar step); |
|---|
| 265 | |
|---|
| 266 | void setCenterOfMassTransform(const btTransform& xform); |
|---|
| 267 | |
|---|
| 268 | void applyCentralForce(const btVector3& force) |
|---|
| 269 | { |
|---|
| 270 | m_totalForce += force*m_linearFactor; |
|---|
| 271 | } |
|---|
| 272 | |
|---|
| 273 | const btVector3& getTotalForce() const |
|---|
| 274 | { |
|---|
| 275 | return m_totalForce; |
|---|
| 276 | }; |
|---|
| 277 | |
|---|
| 278 | const btVector3& getTotalTorque() const |
|---|
| 279 | { |
|---|
| 280 | return m_totalTorque; |
|---|
| 281 | }; |
|---|
| 282 | |
|---|
| 283 | const btVector3& getInvInertiaDiagLocal() const |
|---|
| 284 | { |
|---|
| 285 | return m_invInertiaLocal; |
|---|
| 286 | }; |
|---|
| 287 | |
|---|
| 288 | void setInvInertiaDiagLocal(const btVector3& diagInvInertia) |
|---|
| 289 | { |
|---|
| 290 | m_invInertiaLocal = diagInvInertia; |
|---|
| 291 | } |
|---|
| 292 | |
|---|
| 293 | void setSleepingThresholds(btScalar linear,btScalar angular) |
|---|
| 294 | { |
|---|
| 295 | m_linearSleepingThreshold = linear; |
|---|
| 296 | m_angularSleepingThreshold = angular; |
|---|
| 297 | } |
|---|
| 298 | |
|---|
| 299 | void applyTorque(const btVector3& torque) |
|---|
| 300 | { |
|---|
| 301 | m_totalTorque += torque*m_angularFactor; |
|---|
| 302 | } |
|---|
| 303 | |
|---|
| 304 | void applyForce(const btVector3& force, const btVector3& rel_pos) |
|---|
| 305 | { |
|---|
| 306 | applyCentralForce(force); |
|---|
| 307 | applyTorque(rel_pos.cross(force*m_linearFactor)); |
|---|
| 308 | } |
|---|
| 309 | |
|---|
| 310 | void applyCentralImpulse(const btVector3& impulse) |
|---|
| 311 | { |
|---|
| 312 | m_linearVelocity += impulse *m_linearFactor * m_inverseMass; |
|---|
| 313 | } |
|---|
| 314 | |
|---|
| 315 | void applyTorqueImpulse(const btVector3& torque) |
|---|
| 316 | { |
|---|
| 317 | m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; |
|---|
| 318 | } |
|---|
| 319 | |
|---|
| 320 | void applyImpulse(const btVector3& impulse, const btVector3& rel_pos) |
|---|
| 321 | { |
|---|
| 322 | if (m_inverseMass != btScalar(0.)) |
|---|
| 323 | { |
|---|
| 324 | applyCentralImpulse(impulse); |
|---|
| 325 | if (m_angularFactor) |
|---|
| 326 | { |
|---|
| 327 | applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); |
|---|
| 328 | } |
|---|
| 329 | } |
|---|
| 330 | } |
|---|
| 331 | |
|---|
| 332 | void clearForces() |
|---|
| 333 | { |
|---|
| 334 | m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
|---|
| 335 | m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
|---|
| 336 | } |
|---|
| 337 | |
|---|
| 338 | void updateInertiaTensor(); |
|---|
| 339 | |
|---|
| 340 | const btVector3& getCenterOfMassPosition() const { |
|---|
| 341 | return m_worldTransform.getOrigin(); |
|---|
| 342 | } |
|---|
| 343 | btQuaternion getOrientation() const; |
|---|
| 344 | |
|---|
| 345 | const btTransform& getCenterOfMassTransform() const { |
|---|
| 346 | return m_worldTransform; |
|---|
| 347 | } |
|---|
| 348 | const btVector3& getLinearVelocity() const { |
|---|
| 349 | return m_linearVelocity; |
|---|
| 350 | } |
|---|
| 351 | const btVector3& getAngularVelocity() const { |
|---|
| 352 | return m_angularVelocity; |
|---|
| 353 | } |
|---|
| 354 | |
|---|
| 355 | |
|---|
| 356 | inline void setLinearVelocity(const btVector3& lin_vel) |
|---|
| 357 | { |
|---|
| 358 | m_linearVelocity = lin_vel; |
|---|
| 359 | } |
|---|
| 360 | |
|---|
| 361 | inline void setAngularVelocity(const btVector3& ang_vel) |
|---|
| 362 | { |
|---|
| 363 | m_angularVelocity = ang_vel; |
|---|
| 364 | } |
|---|
| 365 | |
|---|
| 366 | btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const |
|---|
| 367 | { |
|---|
| 368 | //we also calculate lin/ang velocity for kinematic objects |
|---|
| 369 | return m_linearVelocity + m_angularVelocity.cross(rel_pos); |
|---|
| 370 | |
|---|
| 371 | //for kinematic objects, we could also use use: |
|---|
| 372 | // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; |
|---|
| 373 | } |
|---|
| 374 | |
|---|
| 375 | void translate(const btVector3& v) |
|---|
| 376 | { |
|---|
| 377 | m_worldTransform.getOrigin() += v; |
|---|
| 378 | } |
|---|
| 379 | |
|---|
| 380 | |
|---|
| 381 | void getAabb(btVector3& aabbMin,btVector3& aabbMax) const; |
|---|
| 382 | |
|---|
| 383 | |
|---|
| 384 | |
|---|
| 385 | |
|---|
| 386 | |
|---|
| 387 | SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const |
|---|
| 388 | { |
|---|
| 389 | btVector3 r0 = pos - getCenterOfMassPosition(); |
|---|
| 390 | |
|---|
| 391 | btVector3 c0 = (r0).cross(normal); |
|---|
| 392 | |
|---|
| 393 | btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); |
|---|
| 394 | |
|---|
| 395 | return m_inverseMass + normal.dot(vec); |
|---|
| 396 | |
|---|
| 397 | } |
|---|
| 398 | |
|---|
| 399 | SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const |
|---|
| 400 | { |
|---|
| 401 | btVector3 vec = axis * getInvInertiaTensorWorld(); |
|---|
| 402 | return axis.dot(vec); |
|---|
| 403 | } |
|---|
| 404 | |
|---|
| 405 | SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep) |
|---|
| 406 | { |
|---|
| 407 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) |
|---|
| 408 | return; |
|---|
| 409 | |
|---|
| 410 | if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && |
|---|
| 411 | (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) |
|---|
| 412 | { |
|---|
| 413 | m_deactivationTime += timeStep; |
|---|
| 414 | } else |
|---|
| 415 | { |
|---|
| 416 | m_deactivationTime=btScalar(0.); |
|---|
| 417 | setActivationState(0); |
|---|
| 418 | } |
|---|
| 419 | |
|---|
| 420 | } |
|---|
| 421 | |
|---|
| 422 | SIMD_FORCE_INLINE bool wantsSleeping() |
|---|
| 423 | { |
|---|
| 424 | |
|---|
| 425 | if (getActivationState() == DISABLE_DEACTIVATION) |
|---|
| 426 | return false; |
|---|
| 427 | |
|---|
| 428 | //disable deactivation |
|---|
| 429 | if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) |
|---|
| 430 | return false; |
|---|
| 431 | |
|---|
| 432 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) |
|---|
| 433 | return true; |
|---|
| 434 | |
|---|
| 435 | if (m_deactivationTime> gDeactivationTime) |
|---|
| 436 | { |
|---|
| 437 | return true; |
|---|
| 438 | } |
|---|
| 439 | return false; |
|---|
| 440 | } |
|---|
| 441 | |
|---|
| 442 | |
|---|
| 443 | |
|---|
| 444 | const btBroadphaseProxy* getBroadphaseProxy() const |
|---|
| 445 | { |
|---|
| 446 | return m_broadphaseHandle; |
|---|
| 447 | } |
|---|
| 448 | btBroadphaseProxy* getBroadphaseProxy() |
|---|
| 449 | { |
|---|
| 450 | return m_broadphaseHandle; |
|---|
| 451 | } |
|---|
| 452 | void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) |
|---|
| 453 | { |
|---|
| 454 | m_broadphaseHandle = broadphaseProxy; |
|---|
| 455 | } |
|---|
| 456 | |
|---|
| 457 | //btMotionState allows to automatic synchronize the world transform for active objects |
|---|
| 458 | btMotionState* getMotionState() |
|---|
| 459 | { |
|---|
| 460 | return m_optionalMotionState; |
|---|
| 461 | } |
|---|
| 462 | const btMotionState* getMotionState() const |
|---|
| 463 | { |
|---|
| 464 | return m_optionalMotionState; |
|---|
| 465 | } |
|---|
| 466 | void setMotionState(btMotionState* motionState) |
|---|
| 467 | { |
|---|
| 468 | m_optionalMotionState = motionState; |
|---|
| 469 | if (m_optionalMotionState) |
|---|
| 470 | motionState->getWorldTransform(m_worldTransform); |
|---|
| 471 | } |
|---|
| 472 | |
|---|
| 473 | //for experimental overriding of friction/contact solver func |
|---|
| 474 | int m_contactSolverType; |
|---|
| 475 | int m_frictionSolverType; |
|---|
| 476 | |
|---|
| 477 | void setAngularFactor(const btVector3& angFac) |
|---|
| 478 | { |
|---|
| 479 | m_angularFactor = angFac; |
|---|
| 480 | } |
|---|
| 481 | |
|---|
| 482 | void setAngularFactor(btScalar angFac) |
|---|
| 483 | { |
|---|
| 484 | m_angularFactor.setValue(angFac,angFac,angFac); |
|---|
| 485 | } |
|---|
| 486 | const btVector3& getAngularFactor() const |
|---|
| 487 | { |
|---|
| 488 | return m_angularFactor; |
|---|
| 489 | } |
|---|
| 490 | |
|---|
| 491 | //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? |
|---|
| 492 | bool isInWorld() const |
|---|
| 493 | { |
|---|
| 494 | return (getBroadphaseProxy() != 0); |
|---|
| 495 | } |
|---|
| 496 | |
|---|
| 497 | virtual bool checkCollideWithOverride(btCollisionObject* co); |
|---|
| 498 | |
|---|
| 499 | void addConstraintRef(btTypedConstraint* c); |
|---|
| 500 | void removeConstraintRef(btTypedConstraint* c); |
|---|
| 501 | |
|---|
| 502 | btTypedConstraint* getConstraintRef(int index) |
|---|
| 503 | { |
|---|
| 504 | return m_constraintRefs[index]; |
|---|
| 505 | } |
|---|
| 506 | |
|---|
| 507 | int getNumConstraintRefs() const |
|---|
| 508 | { |
|---|
| 509 | return m_constraintRefs.size(); |
|---|
| 510 | } |
|---|
| 511 | |
|---|
| 512 | void setFlags(int flags) |
|---|
| 513 | { |
|---|
| 514 | m_rigidbodyFlags = flags; |
|---|
| 515 | } |
|---|
| 516 | |
|---|
| 517 | int getFlags() const |
|---|
| 518 | { |
|---|
| 519 | return m_rigidbodyFlags; |
|---|
| 520 | } |
|---|
| 521 | |
|---|
| 522 | const btVector3& getDeltaLinearVelocity() const |
|---|
| 523 | { |
|---|
| 524 | return m_deltaLinearVelocity; |
|---|
| 525 | } |
|---|
| 526 | |
|---|
| 527 | const btVector3& getDeltaAngularVelocity() const |
|---|
| 528 | { |
|---|
| 529 | return m_deltaAngularVelocity; |
|---|
| 530 | } |
|---|
| 531 | |
|---|
| 532 | const btVector3& getPushVelocity() const |
|---|
| 533 | { |
|---|
| 534 | return m_pushVelocity; |
|---|
| 535 | } |
|---|
| 536 | |
|---|
| 537 | const btVector3& getTurnVelocity() const |
|---|
| 538 | { |
|---|
| 539 | return m_turnVelocity; |
|---|
| 540 | } |
|---|
| 541 | |
|---|
| 542 | |
|---|
| 543 | //////////////////////////////////////////////// |
|---|
| 544 | ///some internal methods, don't use them |
|---|
| 545 | |
|---|
| 546 | btVector3& internalGetDeltaLinearVelocity() |
|---|
| 547 | { |
|---|
| 548 | return m_deltaLinearVelocity; |
|---|
| 549 | } |
|---|
| 550 | |
|---|
| 551 | btVector3& internalGetDeltaAngularVelocity() |
|---|
| 552 | { |
|---|
| 553 | return m_deltaAngularVelocity; |
|---|
| 554 | } |
|---|
| 555 | |
|---|
| 556 | const btVector3& internalGetAngularFactor() const |
|---|
| 557 | { |
|---|
| 558 | return m_angularFactor; |
|---|
| 559 | } |
|---|
| 560 | |
|---|
| 561 | const btVector3& internalGetInvMass() const |
|---|
| 562 | { |
|---|
| 563 | return m_invMass; |
|---|
| 564 | } |
|---|
| 565 | |
|---|
| 566 | btVector3& internalGetPushVelocity() |
|---|
| 567 | { |
|---|
| 568 | return m_pushVelocity; |
|---|
| 569 | } |
|---|
| 570 | |
|---|
| 571 | btVector3& internalGetTurnVelocity() |
|---|
| 572 | { |
|---|
| 573 | return m_turnVelocity; |
|---|
| 574 | } |
|---|
| 575 | |
|---|
| 576 | SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const |
|---|
| 577 | { |
|---|
| 578 | velocity = getLinearVelocity()+m_deltaLinearVelocity + (getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos); |
|---|
| 579 | } |
|---|
| 580 | |
|---|
| 581 | SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3& angVel) const |
|---|
| 582 | { |
|---|
| 583 | angVel = getAngularVelocity()+m_deltaAngularVelocity; |
|---|
| 584 | } |
|---|
| 585 | |
|---|
| 586 | |
|---|
| 587 | //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position |
|---|
| 588 | SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude) |
|---|
| 589 | { |
|---|
| 590 | if (m_inverseMass) |
|---|
| 591 | { |
|---|
| 592 | m_deltaLinearVelocity += linearComponent*impulseMagnitude; |
|---|
| 593 | m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); |
|---|
| 594 | } |
|---|
| 595 | } |
|---|
| 596 | |
|---|
| 597 | SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) |
|---|
| 598 | { |
|---|
| 599 | if (m_inverseMass) |
|---|
| 600 | { |
|---|
| 601 | m_pushVelocity += linearComponent*impulseMagnitude; |
|---|
| 602 | m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); |
|---|
| 603 | } |
|---|
| 604 | } |
|---|
| 605 | |
|---|
| 606 | void internalWritebackVelocity() |
|---|
| 607 | { |
|---|
| 608 | if (m_inverseMass) |
|---|
| 609 | { |
|---|
| 610 | setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity); |
|---|
| 611 | setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity); |
|---|
| 612 | //m_deltaLinearVelocity.setZero(); |
|---|
| 613 | //m_deltaAngularVelocity .setZero(); |
|---|
| 614 | //m_originalBody->setCompanionId(-1); |
|---|
| 615 | } |
|---|
| 616 | } |
|---|
| 617 | |
|---|
| 618 | |
|---|
| 619 | void internalWritebackVelocity(btScalar timeStep); |
|---|
| 620 | |
|---|
| 621 | |
|---|
| 622 | |
|---|
| 623 | /////////////////////////////////////////////// |
|---|
| 624 | |
|---|
| 625 | virtual int calculateSerializeBufferSize() const; |
|---|
| 626 | |
|---|
| 627 | ///fills the dataBuffer and returns the struct name (and 0 on failure) |
|---|
| 628 | virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const; |
|---|
| 629 | |
|---|
| 630 | virtual void serializeSingleObject(class btSerializer* serializer) const; |
|---|
| 631 | |
|---|
| 632 | }; |
|---|
| 633 | |
|---|
| 634 | //@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData |
|---|
| 635 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 |
|---|
| 636 | struct btRigidBodyFloatData |
|---|
| 637 | { |
|---|
| 638 | btCollisionObjectFloatData m_collisionObjectData; |
|---|
| 639 | btMatrix3x3FloatData m_invInertiaTensorWorld; |
|---|
| 640 | btVector3FloatData m_linearVelocity; |
|---|
| 641 | btVector3FloatData m_angularVelocity; |
|---|
| 642 | btVector3FloatData m_angularFactor; |
|---|
| 643 | btVector3FloatData m_linearFactor; |
|---|
| 644 | btVector3FloatData m_gravity; |
|---|
| 645 | btVector3FloatData m_gravity_acceleration; |
|---|
| 646 | btVector3FloatData m_invInertiaLocal; |
|---|
| 647 | btVector3FloatData m_totalForce; |
|---|
| 648 | btVector3FloatData m_totalTorque; |
|---|
| 649 | float m_inverseMass; |
|---|
| 650 | float m_linearDamping; |
|---|
| 651 | float m_angularDamping; |
|---|
| 652 | float m_additionalDampingFactor; |
|---|
| 653 | float m_additionalLinearDampingThresholdSqr; |
|---|
| 654 | float m_additionalAngularDampingThresholdSqr; |
|---|
| 655 | float m_additionalAngularDampingFactor; |
|---|
| 656 | float m_linearSleepingThreshold; |
|---|
| 657 | float m_angularSleepingThreshold; |
|---|
| 658 | int m_additionalDamping; |
|---|
| 659 | }; |
|---|
| 660 | |
|---|
| 661 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 |
|---|
| 662 | struct btRigidBodyDoubleData |
|---|
| 663 | { |
|---|
| 664 | btCollisionObjectDoubleData m_collisionObjectData; |
|---|
| 665 | btMatrix3x3DoubleData m_invInertiaTensorWorld; |
|---|
| 666 | btVector3DoubleData m_linearVelocity; |
|---|
| 667 | btVector3DoubleData m_angularVelocity; |
|---|
| 668 | btVector3DoubleData m_angularFactor; |
|---|
| 669 | btVector3DoubleData m_linearFactor; |
|---|
| 670 | btVector3DoubleData m_gravity; |
|---|
| 671 | btVector3DoubleData m_gravity_acceleration; |
|---|
| 672 | btVector3DoubleData m_invInertiaLocal; |
|---|
| 673 | btVector3DoubleData m_totalForce; |
|---|
| 674 | btVector3DoubleData m_totalTorque; |
|---|
| 675 | double m_inverseMass; |
|---|
| 676 | double m_linearDamping; |
|---|
| 677 | double m_angularDamping; |
|---|
| 678 | double m_additionalDampingFactor; |
|---|
| 679 | double m_additionalLinearDampingThresholdSqr; |
|---|
| 680 | double m_additionalAngularDampingThresholdSqr; |
|---|
| 681 | double m_additionalAngularDampingFactor; |
|---|
| 682 | double m_linearSleepingThreshold; |
|---|
| 683 | double m_angularSleepingThreshold; |
|---|
| 684 | int m_additionalDamping; |
|---|
| 685 | char m_padding[4]; |
|---|
| 686 | }; |
|---|
| 687 | |
|---|
| 688 | |
|---|
| 689 | |
|---|
| 690 | #endif //BT_RIGIDBODY_H |
|---|
| 691 | |
|---|