| 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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