| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose,  | 
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| 8 | including commercial applications, and to alter it and redistribute it freely,  | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. | 
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #ifndef RIGIDBODY_H | 
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| 17 | #define RIGIDBODY_H | 
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| 18 |  | 
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| 19 | #include "LinearMath/btAlignedObjectArray.h" | 
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| 20 | #include "LinearMath/btTransform.h" | 
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| 21 | #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" | 
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| 22 | #include "BulletCollision/CollisionDispatch/btCollisionObject.h" | 
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| 23 |  | 
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| 24 | class btCollisionShape; | 
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| 25 | class btMotionState; | 
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| 26 | class btTypedConstraint; | 
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| 27 |  | 
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| 28 |  | 
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| 29 | extern btScalar gDeactivationTime; | 
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| 30 | extern bool gDisableDeactivation; | 
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| 31 |  | 
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| 32 |  | 
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| 33 | ///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. | 
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| 34 | ///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. | 
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| 35 | ///There are 3 types of rigid bodies:  | 
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| 36 | ///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. | 
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| 37 | ///- B) Fixed objects with zero mass. They are not moving (basically collision objects) | 
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| 38 | ///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. | 
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| 39 | ///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. | 
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| 40 | ///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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| 41 | class btRigidBody  : public btCollisionObject | 
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| 42 | { | 
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| 43 |  | 
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| 44 |         btMatrix3x3     m_invInertiaTensorWorld; | 
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| 45 |         btVector3               m_linearVelocity; | 
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| 46 |         btVector3               m_angularVelocity; | 
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| 47 |         btScalar                m_inverseMass; | 
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| 48 |         btScalar                m_angularFactor; | 
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| 49 |  | 
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| 50 |         btVector3               m_gravity;       | 
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| 51 |         btVector3               m_gravity_acceleration; | 
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| 52 |         btVector3               m_invInertiaLocal; | 
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| 53 |         btVector3               m_totalForce; | 
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| 54 |         btVector3               m_totalTorque; | 
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| 55 |          | 
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| 56 |         btScalar                m_linearDamping; | 
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| 57 |         btScalar                m_angularDamping; | 
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| 58 |  | 
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| 59 |         bool                    m_additionalDamping; | 
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| 60 |         btScalar                m_additionalDampingFactor; | 
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| 61 |         btScalar                m_additionalLinearDampingThresholdSqr; | 
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| 62 |         btScalar                m_additionalAngularDampingThresholdSqr; | 
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| 63 |         btScalar                m_additionalAngularDampingFactor; | 
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| 64 |  | 
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| 65 |  | 
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| 66 |         btScalar                m_linearSleepingThreshold; | 
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| 67 |         btScalar                m_angularSleepingThreshold; | 
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| 68 |  | 
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| 69 |         //m_optionalMotionState allows to automatic synchronize the world transform for active objects | 
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| 70 |         btMotionState*  m_optionalMotionState; | 
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| 71 |  | 
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| 72 |         //keep track of typed constraints referencing this rigid body | 
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| 73 |         btAlignedObjectArray<btTypedConstraint*> m_constraintRefs; | 
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| 74 |  | 
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| 75 | public: | 
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| 76 |  | 
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| 77 |  | 
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| 78 |         ///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. | 
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| 79 |         ///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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| 80 |         ///You can use the motion state to synchronize the world transform between physics and graphics objects.  | 
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| 81 |         ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, | 
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| 82 |         ///m_startWorldTransform is only used when you don't provide a motion state. | 
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| 83 |         struct  btRigidBodyConstructionInfo | 
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| 84 |         { | 
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| 85 |                 btScalar                        m_mass; | 
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| 86 |  | 
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| 87 |                 ///When a motionState is provided, the rigid body will initialize its world transform from the motion state | 
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| 88 |                 ///In this case, m_startWorldTransform is ignored. | 
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| 89 |                 btMotionState*          m_motionState; | 
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| 90 |                 btTransform     m_startWorldTransform; | 
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| 91 |  | 
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| 92 |                 btCollisionShape*       m_collisionShape; | 
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| 93 |                 btVector3                       m_localInertia; | 
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| 94 |                 btScalar                        m_linearDamping; | 
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| 95 |                 btScalar                        m_angularDamping; | 
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| 96 |  | 
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| 97 |                 ///best simulation results when friction is non-zero | 
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| 98 |                 btScalar                        m_friction; | 
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| 99 |                 ///best simulation results using zero restitution. | 
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| 100 |                 btScalar                        m_restitution; | 
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| 101 |  | 
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| 102 |                 btScalar                        m_linearSleepingThreshold; | 
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| 103 |                 btScalar                        m_angularSleepingThreshold; | 
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| 104 |  | 
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| 105 |                 //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. | 
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| 106 |                 //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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| 107 |                 bool                            m_additionalDamping; | 
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| 108 |                 btScalar                        m_additionalDampingFactor; | 
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| 109 |                 btScalar                        m_additionalLinearDampingThresholdSqr; | 
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| 110 |                 btScalar                        m_additionalAngularDampingThresholdSqr; | 
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| 111 |                 btScalar                        m_additionalAngularDampingFactor; | 
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| 112 |  | 
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| 113 |                  | 
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| 114 |                 btRigidBodyConstructionInfo(    btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): | 
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| 115 |                 m_mass(mass), | 
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| 116 |                         m_motionState(motionState), | 
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| 117 |                         m_collisionShape(collisionShape), | 
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| 118 |                         m_localInertia(localInertia), | 
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| 119 |                         m_linearDamping(btScalar(0.)), | 
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| 120 |                         m_angularDamping(btScalar(0.)), | 
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| 121 |                         m_friction(btScalar(0.5)), | 
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| 122 |                         m_restitution(btScalar(0.)), | 
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| 123 |                         m_linearSleepingThreshold(btScalar(0.8)), | 
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| 124 |                         m_angularSleepingThreshold(btScalar(1.f)), | 
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| 125 |                         m_additionalDamping(false), | 
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| 126 |                         m_additionalDampingFactor(btScalar(0.005)), | 
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| 127 |                         m_additionalLinearDampingThresholdSqr(btScalar(0.01)), | 
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| 128 |                         m_additionalAngularDampingThresholdSqr(btScalar(0.01)), | 
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| 129 |                         m_additionalAngularDampingFactor(btScalar(0.01)) | 
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| 130 |                 { | 
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| 131 |                         m_startWorldTransform.setIdentity(); | 
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| 132 |                 } | 
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| 133 |         }; | 
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| 134 |  | 
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| 135 |         ///btRigidBody constructor using construction info | 
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| 136 |         btRigidBody(    const btRigidBodyConstructionInfo& constructionInfo); | 
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| 137 |  | 
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| 138 |         ///btRigidBody constructor for backwards compatibility.  | 
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| 139 |         ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) | 
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| 140 |         btRigidBody(    btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); | 
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| 141 |  | 
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| 142 |  | 
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| 143 |         virtual ~btRigidBody() | 
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| 144 |         {  | 
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| 145 |                 //No constraints should point to this rigidbody | 
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| 146 |                 //Remove constraints from the dynamics world before you delete the related rigidbodies.  | 
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| 147 |                 btAssert(m_constraintRefs.size()==0);  | 
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| 148 |         } | 
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| 149 |  | 
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| 150 | protected: | 
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| 151 |  | 
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| 152 |         ///setupRigidBody is only used internally by the constructor | 
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| 153 |         void    setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); | 
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| 154 |  | 
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| 155 | public: | 
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| 156 |  | 
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| 157 |         void                    proceedToTransform(const btTransform& newTrans);  | 
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| 158 |          | 
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| 159 |         ///to keep collision detection and dynamics separate we don't store a rigidbody pointer | 
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| 160 |         ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast | 
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| 161 |         static const btRigidBody*       upcast(const btCollisionObject* colObj) | 
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| 162 |         { | 
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| 163 |                 if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY) | 
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| 164 |                         return (const btRigidBody*)colObj; | 
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| 165 |                 return 0; | 
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| 166 |         } | 
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| 167 |         static btRigidBody*     upcast(btCollisionObject* colObj) | 
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| 168 |         { | 
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| 169 |                 if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY) | 
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| 170 |                         return (btRigidBody*)colObj; | 
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| 171 |                 return 0; | 
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| 172 |         } | 
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| 173 |          | 
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| 174 |         /// continuous collision detection needs prediction | 
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| 175 |         void                    predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; | 
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| 176 |          | 
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| 177 |         void                    saveKinematicState(btScalar step); | 
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| 178 |          | 
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| 179 |         void                    applyGravity(); | 
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| 180 |          | 
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| 181 |         void                    setGravity(const btVector3& acceleration);   | 
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| 182 |  | 
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| 183 |         const btVector3&        getGravity() const | 
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| 184 |         { | 
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| 185 |                 return m_gravity_acceleration; | 
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| 186 |         } | 
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| 187 |  | 
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| 188 |         void                    setDamping(btScalar lin_damping, btScalar ang_damping); | 
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| 189 |  | 
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| 190 |         btScalar getLinearDamping() const | 
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| 191 |         { | 
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| 192 |                 return m_linearDamping; | 
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| 193 |         } | 
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| 194 |  | 
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| 195 |         btScalar getAngularDamping() const | 
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| 196 |         { | 
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| 197 |                 return m_angularDamping; | 
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| 198 |         } | 
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| 199 |  | 
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| 200 |         btScalar getLinearSleepingThreshold() const | 
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| 201 |         { | 
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| 202 |                 return m_linearSleepingThreshold; | 
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| 203 |         } | 
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| 204 |  | 
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| 205 |         btScalar getAngularSleepingThreshold() const | 
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| 206 |         { | 
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| 207 |                 return m_angularSleepingThreshold; | 
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| 208 |         } | 
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| 209 |  | 
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| 210 |         void                    applyDamping(btScalar timeStep); | 
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| 211 |  | 
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| 212 |         SIMD_FORCE_INLINE const btCollisionShape*       getCollisionShape() const { | 
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| 213 |                 return m_collisionShape; | 
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| 214 |         } | 
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| 215 |  | 
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| 216 |         SIMD_FORCE_INLINE btCollisionShape*     getCollisionShape() { | 
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| 217 |                         return m_collisionShape; | 
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| 218 |         } | 
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| 219 |          | 
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| 220 |         void                    setMassProps(btScalar mass, const btVector3& inertia); | 
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| 221 |          | 
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| 222 |         btScalar                getInvMass() const { return m_inverseMass; } | 
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| 223 |         const btMatrix3x3& getInvInertiaTensorWorld() const {  | 
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| 224 |                 return m_invInertiaTensorWorld;  | 
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| 225 |         } | 
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| 226 |                  | 
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| 227 |         void                    integrateVelocities(btScalar step); | 
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| 228 |  | 
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| 229 |         void                    setCenterOfMassTransform(const btTransform& xform); | 
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| 230 |  | 
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| 231 |         void                    applyCentralForce(const btVector3& force) | 
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| 232 |         { | 
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| 233 |                 m_totalForce += force; | 
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| 234 |         } | 
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| 235 |  | 
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| 236 |         const btVector3& getTotalForce() | 
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| 237 |         { | 
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| 238 |                 return m_totalForce; | 
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| 239 |         }; | 
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| 240 |  | 
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| 241 |         const btVector3& getTotalTorque() | 
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| 242 |         { | 
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| 243 |                 return m_totalTorque; | 
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| 244 |         }; | 
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| 245 |      | 
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| 246 |         const btVector3& getInvInertiaDiagLocal() const | 
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| 247 |         { | 
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| 248 |                 return m_invInertiaLocal; | 
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| 249 |         }; | 
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| 250 |  | 
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| 251 |         void    setInvInertiaDiagLocal(const btVector3& diagInvInertia) | 
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| 252 |         { | 
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| 253 |                 m_invInertiaLocal = diagInvInertia; | 
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| 254 |         } | 
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| 255 |  | 
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| 256 |         void    setSleepingThresholds(btScalar linear,btScalar angular) | 
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| 257 |         { | 
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| 258 |                 m_linearSleepingThreshold = linear; | 
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| 259 |                 m_angularSleepingThreshold = angular; | 
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| 260 |         } | 
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| 261 |  | 
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| 262 |         void    applyTorque(const btVector3& torque) | 
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| 263 |         { | 
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| 264 |                 m_totalTorque += torque; | 
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| 265 |         } | 
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| 266 |          | 
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| 267 |         void    applyForce(const btVector3& force, const btVector3& rel_pos)  | 
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| 268 |         { | 
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| 269 |                 applyCentralForce(force); | 
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| 270 |                 applyTorque(rel_pos.cross(force)*m_angularFactor); | 
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| 271 |         } | 
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| 272 |          | 
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| 273 |         void applyCentralImpulse(const btVector3& impulse) | 
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| 274 |         { | 
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| 275 |                 m_linearVelocity += impulse * m_inverseMass; | 
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| 276 |         } | 
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| 277 |          | 
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| 278 |         void applyTorqueImpulse(const btVector3& torque) | 
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| 279 |         { | 
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| 280 |                         m_angularVelocity += m_invInertiaTensorWorld * torque; | 
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| 281 |         } | 
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| 282 |          | 
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| 283 |         void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)  | 
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| 284 |         { | 
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| 285 |                 if (m_inverseMass != btScalar(0.)) | 
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| 286 |                 { | 
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| 287 |                         applyCentralImpulse(impulse); | 
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| 288 |                         if (m_angularFactor) | 
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| 289 |                         { | 
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| 290 |                                 applyTorqueImpulse(rel_pos.cross(impulse)*m_angularFactor); | 
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| 291 |                         } | 
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| 292 |                 } | 
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| 293 |         } | 
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| 294 |  | 
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| 295 |         //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position | 
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| 296 |         SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) | 
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| 297 |         { | 
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| 298 |                 if (m_inverseMass != btScalar(0.)) | 
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| 299 |                 { | 
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| 300 |                         m_linearVelocity += linearComponent*impulseMagnitude; | 
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| 301 |                         if (m_angularFactor) | 
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| 302 |                         { | 
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| 303 |                                 m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor; | 
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| 304 |                         } | 
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| 305 |                 } | 
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| 306 |         } | 
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| 307 |          | 
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| 308 |         void clearForces()  | 
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| 309 |         { | 
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| 310 |                 m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); | 
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| 311 |                 m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); | 
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| 312 |         } | 
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| 313 |          | 
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| 314 |         void updateInertiaTensor();     | 
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| 315 |          | 
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| 316 |         const btVector3&     getCenterOfMassPosition() const {  | 
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| 317 |                 return m_worldTransform.getOrigin();  | 
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| 318 |         } | 
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| 319 |         btQuaternion getOrientation() const; | 
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| 320 |          | 
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| 321 |         const btTransform&  getCenterOfMassTransform() const {  | 
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| 322 |                 return m_worldTransform;  | 
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| 323 |         } | 
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| 324 |         const btVector3&   getLinearVelocity() const {  | 
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| 325 |                 return m_linearVelocity;  | 
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| 326 |         } | 
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| 327 |         const btVector3&    getAngularVelocity() const {  | 
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| 328 |                 return m_angularVelocity;  | 
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| 329 |         } | 
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| 330 |          | 
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| 331 |  | 
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| 332 |         inline void setLinearVelocity(const btVector3& lin_vel) | 
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| 333 |         {  | 
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| 334 |                 m_linearVelocity = lin_vel;  | 
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| 335 |         } | 
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| 336 |  | 
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| 337 |         inline void setAngularVelocity(const btVector3& ang_vel)  | 
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| 338 |         {  | 
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| 339 |                 m_angularVelocity = ang_vel;  | 
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| 340 |         } | 
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| 341 |  | 
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| 342 |         btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const | 
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| 343 |         { | 
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| 344 |                 //we also calculate lin/ang velocity for kinematic objects | 
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| 345 |                 return m_linearVelocity + m_angularVelocity.cross(rel_pos); | 
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| 346 |  | 
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| 347 |                 //for kinematic objects, we could also use use: | 
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| 348 |                 //              return  (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; | 
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| 349 |         } | 
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| 350 |  | 
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| 351 |         void translate(const btVector3& v)  | 
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| 352 |         { | 
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| 353 |                 m_worldTransform.getOrigin() += v;  | 
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| 354 |         } | 
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| 355 |  | 
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| 356 |          | 
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| 357 |         void    getAabb(btVector3& aabbMin,btVector3& aabbMax) const; | 
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| 358 |  | 
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| 359 |  | 
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| 360 |  | 
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| 361 |  | 
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| 362 |          | 
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| 363 |         SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const | 
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| 364 |         { | 
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| 365 |                 btVector3 r0 = pos - getCenterOfMassPosition(); | 
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| 366 |  | 
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| 367 |                 btVector3 c0 = (r0).cross(normal); | 
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| 368 |  | 
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| 369 |                 btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); | 
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| 370 |  | 
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| 371 |                 return m_inverseMass + normal.dot(vec); | 
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| 372 |  | 
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| 373 |         } | 
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| 374 |  | 
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| 375 |         SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const | 
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| 376 |         { | 
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| 377 |                 btVector3 vec = axis * getInvInertiaTensorWorld(); | 
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| 378 |                 return axis.dot(vec); | 
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| 379 |         } | 
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| 380 |  | 
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| 381 |         SIMD_FORCE_INLINE void  updateDeactivation(btScalar timeStep) | 
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| 382 |         { | 
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| 383 |                 if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) | 
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| 384 |                         return; | 
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| 385 |  | 
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| 386 |                 if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && | 
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| 387 |                         (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) | 
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| 388 |                 { | 
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| 389 |                         m_deactivationTime += timeStep; | 
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| 390 |                 } else | 
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| 391 |                 { | 
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| 392 |                         m_deactivationTime=btScalar(0.); | 
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| 393 |                         setActivationState(0); | 
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| 394 |                 } | 
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| 395 |  | 
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| 396 |         } | 
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| 397 |  | 
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| 398 |         SIMD_FORCE_INLINE bool  wantsSleeping() | 
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| 399 |         { | 
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| 400 |  | 
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| 401 |                 if (getActivationState() == DISABLE_DEACTIVATION) | 
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| 402 |                         return false; | 
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| 403 |  | 
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| 404 |                 //disable deactivation | 
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| 405 |                 if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) | 
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| 406 |                         return false; | 
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| 407 |  | 
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| 408 |                 if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) | 
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| 409 |                         return true; | 
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| 410 |  | 
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| 411 |                 if (m_deactivationTime> gDeactivationTime) | 
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| 412 |                 { | 
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| 413 |                         return true; | 
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| 414 |                 } | 
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| 415 |                 return false; | 
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| 416 |         } | 
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| 417 |  | 
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| 418 |  | 
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| 419 |          | 
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| 420 |         const btBroadphaseProxy*        getBroadphaseProxy() const | 
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| 421 |         { | 
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| 422 |                 return m_broadphaseHandle; | 
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| 423 |         } | 
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| 424 |         btBroadphaseProxy*      getBroadphaseProxy()  | 
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| 425 |         { | 
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| 426 |                 return m_broadphaseHandle; | 
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| 427 |         } | 
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| 428 |         void    setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) | 
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| 429 |         { | 
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| 430 |                 m_broadphaseHandle = broadphaseProxy; | 
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| 431 |         } | 
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| 432 |  | 
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| 433 |         //btMotionState allows to automatic synchronize the world transform for active objects | 
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| 434 |         btMotionState*  getMotionState() | 
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| 435 |         { | 
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| 436 |                 return m_optionalMotionState; | 
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| 437 |         } | 
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| 438 |         const btMotionState*    getMotionState() const | 
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| 439 |         { | 
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| 440 |                 return m_optionalMotionState; | 
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| 441 |         } | 
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| 442 |         void    setMotionState(btMotionState* motionState) | 
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| 443 |         { | 
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| 444 |                 m_optionalMotionState = motionState; | 
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| 445 |                 if (m_optionalMotionState) | 
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| 446 |                         motionState->getWorldTransform(m_worldTransform); | 
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| 447 |         } | 
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| 448 |  | 
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| 449 |         //for experimental overriding of friction/contact solver func | 
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| 450 |         int     m_contactSolverType; | 
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| 451 |         int     m_frictionSolverType; | 
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| 452 |  | 
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| 453 |         void    setAngularFactor(btScalar angFac) | 
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| 454 |         { | 
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| 455 |                 m_angularFactor = angFac; | 
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| 456 |         } | 
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| 457 |         btScalar        getAngularFactor() const | 
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| 458 |         { | 
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| 459 |                 return m_angularFactor; | 
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| 460 |         } | 
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| 461 |  | 
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| 462 |         //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? | 
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| 463 |         bool    isInWorld() const | 
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| 464 |         { | 
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| 465 |                 return (getBroadphaseProxy() != 0); | 
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| 466 |         } | 
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| 467 |  | 
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| 468 |         virtual bool checkCollideWithOverride(btCollisionObject* co); | 
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| 469 |  | 
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| 470 |         void addConstraintRef(btTypedConstraint* c); | 
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| 471 |         void removeConstraintRef(btTypedConstraint* c); | 
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| 472 |  | 
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| 473 |         btTypedConstraint* getConstraintRef(int index) | 
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| 474 |         { | 
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| 475 |                 return m_constraintRefs[index]; | 
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| 476 |         } | 
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| 477 |  | 
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| 478 |         int getNumConstraintRefs() | 
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| 479 |         { | 
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| 480 |                 return m_constraintRefs.size(); | 
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| 481 |         } | 
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| 482 |  | 
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| 483 |         int     m_debugBodyId; | 
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| 484 | }; | 
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| 485 |  | 
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| 486 |  | 
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| 487 |  | 
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| 488 | #endif | 
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| 489 |  | 
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