| 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 | #ifdef BT_USE_DOUBLE_PRECISION | 
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| 33 | #define btRigidBodyData btRigidBodyDoubleData | 
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| 34 | #define btRigidBodyDataName     "btRigidBodyDoubleData" | 
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| 35 | #else | 
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| 36 | #define btRigidBodyData btRigidBodyFloatData | 
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| 37 | #define btRigidBodyDataName     "btRigidBodyFloatData" | 
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| 38 | #endif //BT_USE_DOUBLE_PRECISION | 
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| 39 |  | 
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| 40 |  | 
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| 41 | enum    btRigidBodyFlags | 
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| 42 | { | 
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| 43 | BT_DISABLE_WORLD_GRAVITY = 1 | 
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| 44 | }; | 
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| 45 |  | 
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| 46 |  | 
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| 47 | ///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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| 48 | ///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. | 
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| 49 | ///There are 3 types of rigid bodies: | 
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| 50 | ///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. | 
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| 51 | ///- B) Fixed objects with zero mass. They are not moving (basically collision objects) | 
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| 52 | ///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. | 
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| 53 | ///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. | 
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| 54 | ///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects) | 
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| 55 | class btRigidBody  : public btCollisionObject | 
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| 56 | { | 
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| 57 |  | 
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| 58 | btMatrix3x3     m_invInertiaTensorWorld; | 
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| 59 | btVector3               m_linearVelocity; | 
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| 60 | btVector3               m_angularVelocity; | 
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| 61 | btScalar                m_inverseMass; | 
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| 62 | btVector3               m_linearFactor; | 
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| 63 |  | 
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| 64 | btVector3               m_gravity; | 
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| 65 | btVector3               m_gravity_acceleration; | 
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| 66 | btVector3               m_invInertiaLocal; | 
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| 67 | btVector3               m_totalForce; | 
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| 68 | btVector3               m_totalTorque; | 
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| 69 |  | 
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| 70 | btScalar                m_linearDamping; | 
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| 71 | btScalar                m_angularDamping; | 
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| 72 |  | 
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| 73 | bool                    m_additionalDamping; | 
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| 74 | btScalar                m_additionalDampingFactor; | 
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| 75 | btScalar                m_additionalLinearDampingThresholdSqr; | 
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| 76 | btScalar                m_additionalAngularDampingThresholdSqr; | 
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| 77 | btScalar                m_additionalAngularDampingFactor; | 
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| 78 |  | 
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| 79 |  | 
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| 80 | btScalar                m_linearSleepingThreshold; | 
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| 81 | btScalar                m_angularSleepingThreshold; | 
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| 82 |  | 
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| 83 | //m_optionalMotionState allows to automatic synchronize the world transform for active objects | 
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| 84 | btMotionState*  m_optionalMotionState; | 
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| 85 |  | 
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| 86 | //keep track of typed constraints referencing this rigid body | 
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| 87 | btAlignedObjectArray<btTypedConstraint*> m_constraintRefs; | 
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| 88 |  | 
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| 89 | int                             m_rigidbodyFlags; | 
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| 90 |  | 
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| 91 | int                             m_debugBodyId; | 
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| 92 |  | 
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| 93 |  | 
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| 94 | protected: | 
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| 95 |  | 
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| 96 | ATTRIBUTE_ALIGNED64(btVector3           m_deltaLinearVelocity); | 
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| 97 | btVector3               m_deltaAngularVelocity; | 
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| 98 | btVector3               m_angularFactor; | 
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| 99 | btVector3               m_invMass; | 
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| 100 | btVector3               m_pushVelocity; | 
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| 101 | btVector3               m_turnVelocity; | 
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| 102 |  | 
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| 103 |  | 
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| 104 | public: | 
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| 105 |  | 
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| 106 |  | 
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| 107 | ///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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| 108 | ///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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| 109 | ///You can use the motion state to synchronize the world transform between physics and graphics objects. | 
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| 110 | ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, | 
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| 111 | ///m_startWorldTransform is only used when you don't provide a motion state. | 
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| 112 | struct  btRigidBodyConstructionInfo | 
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| 113 | { | 
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| 114 | btScalar                        m_mass; | 
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| 115 |  | 
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| 116 | ///When a motionState is provided, the rigid body will initialize its world transform from the motion state | 
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| 117 | ///In this case, m_startWorldTransform is ignored. | 
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| 118 | btMotionState*          m_motionState; | 
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| 119 | btTransform     m_startWorldTransform; | 
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| 120 |  | 
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| 121 | btCollisionShape*       m_collisionShape; | 
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| 122 | btVector3                       m_localInertia; | 
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| 123 | btScalar                        m_linearDamping; | 
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| 124 | btScalar                        m_angularDamping; | 
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| 125 |  | 
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| 126 | ///best simulation results when friction is non-zero | 
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| 127 | btScalar                        m_friction; | 
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| 128 | ///best simulation results using zero restitution. | 
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| 129 | btScalar                        m_restitution; | 
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| 130 |  | 
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| 131 | btScalar                        m_linearSleepingThreshold; | 
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| 132 | btScalar                        m_angularSleepingThreshold; | 
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| 133 |  | 
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| 134 | //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. | 
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| 135 | //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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| 136 | bool                            m_additionalDamping; | 
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| 137 | btScalar                        m_additionalDampingFactor; | 
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| 138 | btScalar                        m_additionalLinearDampingThresholdSqr; | 
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| 139 | btScalar                        m_additionalAngularDampingThresholdSqr; | 
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| 140 | btScalar                        m_additionalAngularDampingFactor; | 
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| 141 |  | 
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| 142 | btRigidBodyConstructionInfo(    btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): | 
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| 143 | m_mass(mass), | 
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| 144 | m_motionState(motionState), | 
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| 145 | m_collisionShape(collisionShape), | 
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| 146 | m_localInertia(localInertia), | 
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| 147 | m_linearDamping(btScalar(0.)), | 
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| 148 | m_angularDamping(btScalar(0.)), | 
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| 149 | m_friction(btScalar(0.5)), | 
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| 150 | m_restitution(btScalar(0.)), | 
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| 151 | m_linearSleepingThreshold(btScalar(0.8)), | 
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| 152 | m_angularSleepingThreshold(btScalar(1.f)), | 
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| 153 | m_additionalDamping(false), | 
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| 154 | m_additionalDampingFactor(btScalar(0.005)), | 
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| 155 | m_additionalLinearDampingThresholdSqr(btScalar(0.01)), | 
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| 156 | m_additionalAngularDampingThresholdSqr(btScalar(0.01)), | 
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| 157 | m_additionalAngularDampingFactor(btScalar(0.01)) | 
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| 158 | { | 
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| 159 | m_startWorldTransform.setIdentity(); | 
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| 160 | } | 
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| 161 | }; | 
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| 162 |  | 
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| 163 | ///btRigidBody constructor using construction info | 
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| 164 | btRigidBody(    const btRigidBodyConstructionInfo& constructionInfo); | 
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| 165 |  | 
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| 166 | ///btRigidBody constructor for backwards compatibility. | 
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| 167 | ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) | 
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| 168 | btRigidBody(    btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); | 
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| 169 |  | 
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| 170 |  | 
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| 171 | virtual ~btRigidBody() | 
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| 172 | { | 
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| 173 | //No constraints should point to this rigidbody | 
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| 174 | //Remove constraints from the dynamics world before you delete the related rigidbodies. | 
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| 175 | btAssert(m_constraintRefs.size()==0); | 
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| 176 | } | 
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| 177 |  | 
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| 178 | protected: | 
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| 179 |  | 
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| 180 | ///setupRigidBody is only used internally by the constructor | 
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| 181 | void    setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); | 
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| 182 |  | 
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| 183 | public: | 
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| 184 |  | 
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| 185 | void                    proceedToTransform(const btTransform& newTrans); | 
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| 186 |  | 
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| 187 | ///to keep collision detection and dynamics separate we don't store a rigidbody pointer | 
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| 188 | ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast | 
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| 189 | static const btRigidBody*       upcast(const btCollisionObject* colObj) | 
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| 190 | { | 
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| 191 | if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY) | 
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| 192 | return (const btRigidBody*)colObj; | 
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| 193 | return 0; | 
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| 194 | } | 
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| 195 | static btRigidBody*     upcast(btCollisionObject* colObj) | 
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| 196 | { | 
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| 197 | if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY) | 
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| 198 | return (btRigidBody*)colObj; | 
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| 199 | return 0; | 
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| 200 | } | 
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| 201 |  | 
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| 202 | /// continuous collision detection needs prediction | 
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| 203 | void                    predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; | 
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| 204 |  | 
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| 205 | void                    saveKinematicState(btScalar step); | 
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| 206 |  | 
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| 207 | void                    applyGravity(); | 
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| 208 |  | 
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| 209 | void                    setGravity(const btVector3& acceleration); | 
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| 210 |  | 
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| 211 | const btVector3&        getGravity() const | 
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| 212 | { | 
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| 213 | return m_gravity_acceleration; | 
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| 214 | } | 
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| 215 |  | 
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| 216 | void                    setDamping(btScalar lin_damping, btScalar ang_damping); | 
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| 217 |  | 
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| 218 | btScalar getLinearDamping() const | 
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| 219 | { | 
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| 220 | return m_linearDamping; | 
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| 221 | } | 
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| 222 |  | 
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| 223 | btScalar getAngularDamping() const | 
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| 224 | { | 
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| 225 | return m_angularDamping; | 
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| 226 | } | 
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| 227 |  | 
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| 228 | btScalar getLinearSleepingThreshold() const | 
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| 229 | { | 
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| 230 | return m_linearSleepingThreshold; | 
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| 231 | } | 
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| 232 |  | 
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| 233 | btScalar getAngularSleepingThreshold() const | 
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| 234 | { | 
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| 235 | return m_angularSleepingThreshold; | 
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| 236 | } | 
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| 237 |  | 
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| 238 | void                    applyDamping(btScalar timeStep); | 
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| 239 |  | 
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| 240 | SIMD_FORCE_INLINE const btCollisionShape*       getCollisionShape() const { | 
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| 241 | return m_collisionShape; | 
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| 242 | } | 
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| 243 |  | 
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| 244 | SIMD_FORCE_INLINE btCollisionShape*     getCollisionShape() { | 
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| 245 | return m_collisionShape; | 
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| 246 | } | 
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| 247 |  | 
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| 248 | void                    setMassProps(btScalar mass, const btVector3& inertia); | 
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| 249 |  | 
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| 250 | const btVector3& getLinearFactor() const | 
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| 251 | { | 
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| 252 | return m_linearFactor; | 
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| 253 | } | 
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| 254 | void setLinearFactor(const btVector3& linearFactor) | 
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| 255 | { | 
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| 256 | m_linearFactor = linearFactor; | 
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| 257 | m_invMass = m_linearFactor*m_inverseMass; | 
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| 258 | } | 
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| 259 | btScalar                getInvMass() const { return m_inverseMass; } | 
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| 260 | const btMatrix3x3& getInvInertiaTensorWorld() const { | 
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| 261 | return m_invInertiaTensorWorld; | 
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| 262 | } | 
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| 263 |  | 
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| 264 | void                    integrateVelocities(btScalar step); | 
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| 265 |  | 
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| 266 | void                    setCenterOfMassTransform(const btTransform& xform); | 
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| 267 |  | 
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| 268 | void                    applyCentralForce(const btVector3& force) | 
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| 269 | { | 
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| 270 | m_totalForce += force*m_linearFactor; | 
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| 271 | } | 
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| 272 |  | 
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| 273 | const btVector3& getTotalForce() | 
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| 274 | { | 
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| 275 | return m_totalForce; | 
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| 276 | }; | 
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| 277 |  | 
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| 278 | const btVector3& getTotalTorque() | 
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| 279 | { | 
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| 280 | return m_totalTorque; | 
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| 281 | }; | 
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| 282 |  | 
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| 283 | const btVector3& getInvInertiaDiagLocal() const | 
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| 284 | { | 
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| 285 | return m_invInertiaLocal; | 
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| 286 | }; | 
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| 287 |  | 
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| 288 | void    setInvInertiaDiagLocal(const btVector3& diagInvInertia) | 
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| 289 | { | 
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| 290 | m_invInertiaLocal = diagInvInertia; | 
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| 291 | } | 
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| 292 |  | 
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| 293 | void    setSleepingThresholds(btScalar linear,btScalar angular) | 
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| 294 | { | 
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| 295 | m_linearSleepingThreshold = linear; | 
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| 296 | m_angularSleepingThreshold = angular; | 
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| 297 | } | 
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| 298 |  | 
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| 299 | void    applyTorque(const btVector3& torque) | 
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| 300 | { | 
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| 301 | m_totalTorque += torque*m_angularFactor; | 
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| 302 | } | 
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| 303 |  | 
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| 304 | void    applyForce(const btVector3& force, const btVector3& rel_pos) | 
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| 305 | { | 
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| 306 | applyCentralForce(force); | 
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| 307 | applyTorque(rel_pos.cross(force*m_linearFactor)); | 
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| 308 | } | 
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| 309 |  | 
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| 310 | void applyCentralImpulse(const btVector3& impulse) | 
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| 311 | { | 
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| 312 | m_linearVelocity += impulse *m_linearFactor * m_inverseMass; | 
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| 313 | } | 
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| 314 |  | 
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| 315 | void applyTorqueImpulse(const btVector3& torque) | 
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| 316 | { | 
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| 317 | m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; | 
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| 318 | } | 
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| 319 |  | 
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| 320 | void applyImpulse(const btVector3& impulse, const btVector3& rel_pos) | 
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| 321 | { | 
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| 322 | if (m_inverseMass != btScalar(0.)) | 
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| 323 | { | 
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| 324 | applyCentralImpulse(impulse); | 
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| 325 | if (m_angularFactor) | 
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| 326 | { | 
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| 327 | applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); | 
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| 328 | } | 
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| 329 | } | 
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| 330 | } | 
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| 331 |  | 
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| 332 | void clearForces() | 
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| 333 | { | 
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| 334 | m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); | 
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| 335 | m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); | 
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| 336 | } | 
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| 337 |  | 
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| 338 | void updateInertiaTensor(); | 
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| 339 |  | 
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| 340 | const btVector3&     getCenterOfMassPosition() const { | 
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| 341 | return m_worldTransform.getOrigin(); | 
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| 342 | } | 
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| 343 | btQuaternion getOrientation() const; | 
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| 344 |  | 
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| 345 | const btTransform&  getCenterOfMassTransform() const { | 
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| 346 | return m_worldTransform; | 
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| 347 | } | 
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| 348 | const btVector3&   getLinearVelocity() const { | 
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| 349 | return m_linearVelocity; | 
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| 350 | } | 
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| 351 | const btVector3&    getAngularVelocity() const { | 
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| 352 | return m_angularVelocity; | 
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| 353 | } | 
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| 354 |  | 
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| 355 |  | 
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| 356 | inline void setLinearVelocity(const btVector3& lin_vel) | 
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| 357 | { | 
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| 358 | m_linearVelocity = lin_vel; | 
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| 359 | } | 
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| 360 |  | 
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| 361 | inline void setAngularVelocity(const btVector3& ang_vel) | 
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| 362 | { | 
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| 363 | m_angularVelocity = ang_vel; | 
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| 364 | } | 
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| 365 |  | 
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| 366 | btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const | 
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| 367 | { | 
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| 368 | //we also calculate lin/ang velocity for kinematic objects | 
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| 369 | return m_linearVelocity + m_angularVelocity.cross(rel_pos); | 
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| 370 |  | 
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| 371 | //for kinematic objects, we could also use use: | 
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| 372 | //              return  (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; | 
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| 373 | } | 
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| 374 |  | 
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| 375 | void translate(const btVector3& v) | 
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| 376 | { | 
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| 377 | m_worldTransform.getOrigin() += v; | 
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| 378 | } | 
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| 379 |  | 
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| 380 |  | 
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| 381 | void    getAabb(btVector3& aabbMin,btVector3& aabbMax) const; | 
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| 382 |  | 
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| 383 |  | 
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| 384 |  | 
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| 385 |  | 
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| 386 |  | 
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| 387 | SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const | 
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| 388 | { | 
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| 389 | btVector3 r0 = pos - getCenterOfMassPosition(); | 
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| 390 |  | 
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| 391 | btVector3 c0 = (r0).cross(normal); | 
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| 392 |  | 
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| 393 | btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); | 
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| 394 |  | 
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| 395 | return m_inverseMass + normal.dot(vec); | 
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| 396 |  | 
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| 397 | } | 
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| 398 |  | 
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| 399 | SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const | 
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| 400 | { | 
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| 401 | btVector3 vec = axis * getInvInertiaTensorWorld(); | 
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| 402 | return axis.dot(vec); | 
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| 403 | } | 
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| 404 |  | 
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| 405 | SIMD_FORCE_INLINE void  updateDeactivation(btScalar timeStep) | 
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| 406 | { | 
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| 407 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) | 
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| 408 | return; | 
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| 409 |  | 
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| 410 | if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && | 
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| 411 | (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) | 
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| 412 | { | 
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| 413 | m_deactivationTime += timeStep; | 
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| 414 | } else | 
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| 415 | { | 
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| 416 | m_deactivationTime=btScalar(0.); | 
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| 417 | setActivationState(0); | 
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| 418 | } | 
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| 419 |  | 
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| 420 | } | 
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| 421 |  | 
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| 422 | SIMD_FORCE_INLINE bool  wantsSleeping() | 
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| 423 | { | 
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| 424 |  | 
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| 425 | if (getActivationState() == DISABLE_DEACTIVATION) | 
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| 426 | return false; | 
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| 427 |  | 
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| 428 | //disable deactivation | 
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| 429 | if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) | 
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| 430 | return false; | 
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| 431 |  | 
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| 432 | if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) | 
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| 433 | return true; | 
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| 434 |  | 
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| 435 | if (m_deactivationTime> gDeactivationTime) | 
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| 436 | { | 
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| 437 | return true; | 
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| 438 | } | 
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| 439 | return false; | 
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| 440 | } | 
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| 441 |  | 
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| 442 |  | 
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| 443 |  | 
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| 444 | const btBroadphaseProxy*        getBroadphaseProxy() const | 
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| 445 | { | 
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| 446 | return m_broadphaseHandle; | 
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| 447 | } | 
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| 448 | btBroadphaseProxy*      getBroadphaseProxy() | 
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| 449 | { | 
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| 450 | return m_broadphaseHandle; | 
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| 451 | } | 
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| 452 | void    setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) | 
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| 453 | { | 
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| 454 | m_broadphaseHandle = broadphaseProxy; | 
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| 455 | } | 
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| 456 |  | 
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| 457 | //btMotionState allows to automatic synchronize the world transform for active objects | 
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| 458 | btMotionState*  getMotionState() | 
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| 459 | { | 
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| 460 | return m_optionalMotionState; | 
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| 461 | } | 
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| 462 | const btMotionState*    getMotionState() const | 
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| 463 | { | 
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| 464 | return m_optionalMotionState; | 
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| 465 | } | 
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| 466 | void    setMotionState(btMotionState* motionState) | 
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| 467 | { | 
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| 468 | m_optionalMotionState = motionState; | 
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| 469 | if (m_optionalMotionState) | 
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| 470 | motionState->getWorldTransform(m_worldTransform); | 
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| 471 | } | 
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| 472 |  | 
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| 473 | //for experimental overriding of friction/contact solver func | 
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| 474 | int     m_contactSolverType; | 
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| 475 | int     m_frictionSolverType; | 
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| 476 |  | 
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| 477 | void    setAngularFactor(const btVector3& angFac) | 
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| 478 | { | 
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| 479 | m_angularFactor = angFac; | 
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| 480 | } | 
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| 481 |  | 
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| 482 | void    setAngularFactor(btScalar angFac) | 
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| 483 | { | 
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| 484 | m_angularFactor.setValue(angFac,angFac,angFac); | 
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| 485 | } | 
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| 486 | const btVector3&        getAngularFactor() const | 
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| 487 | { | 
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| 488 | return m_angularFactor; | 
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| 489 | } | 
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| 490 |  | 
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| 491 | //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? | 
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| 492 | bool    isInWorld() const | 
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| 493 | { | 
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| 494 | return (getBroadphaseProxy() != 0); | 
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| 495 | } | 
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| 496 |  | 
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| 497 | virtual bool checkCollideWithOverride(btCollisionObject* co); | 
|---|
| 498 |  | 
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| 499 | void addConstraintRef(btTypedConstraint* c); | 
|---|
| 500 | void removeConstraintRef(btTypedConstraint* c); | 
|---|
| 501 |  | 
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| 502 | btTypedConstraint* getConstraintRef(int index) | 
|---|
| 503 | { | 
|---|
| 504 | return m_constraintRefs[index]; | 
|---|
| 505 | } | 
|---|
| 506 |  | 
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| 507 | int getNumConstraintRefs() | 
|---|
| 508 | { | 
|---|
| 509 | return m_constraintRefs.size(); | 
|---|
| 510 | } | 
|---|
| 511 |  | 
|---|
| 512 | void    setFlags(int flags) | 
|---|
| 513 | { | 
|---|
| 514 | m_rigidbodyFlags = flags; | 
|---|
| 515 | } | 
|---|
| 516 |  | 
|---|
| 517 | int getFlags() const | 
|---|
| 518 | { | 
|---|
| 519 | return m_rigidbodyFlags; | 
|---|
| 520 | } | 
|---|
| 521 |  | 
|---|
| 522 | const btVector3& getDeltaLinearVelocity() const | 
|---|
| 523 | { | 
|---|
| 524 | return m_deltaLinearVelocity; | 
|---|
| 525 | } | 
|---|
| 526 |  | 
|---|
| 527 | const btVector3& getDeltaAngularVelocity() const | 
|---|
| 528 | { | 
|---|
| 529 | return m_deltaAngularVelocity; | 
|---|
| 530 | } | 
|---|
| 531 |  | 
|---|
| 532 | const btVector3& getPushVelocity() const | 
|---|
| 533 | { | 
|---|
| 534 | return m_pushVelocity; | 
|---|
| 535 | } | 
|---|
| 536 |  | 
|---|
| 537 | const btVector3& getTurnVelocity() const | 
|---|
| 538 | { | 
|---|
| 539 | return m_turnVelocity; | 
|---|
| 540 | } | 
|---|
| 541 |  | 
|---|
| 542 |  | 
|---|
| 543 | //////////////////////////////////////////////// | 
|---|
| 544 | ///some internal methods, don't use them | 
|---|
| 545 |  | 
|---|
| 546 | btVector3& internalGetDeltaLinearVelocity() | 
|---|
| 547 | { | 
|---|
| 548 | return m_deltaLinearVelocity; | 
|---|
| 549 | } | 
|---|
| 550 |  | 
|---|
| 551 | btVector3& internalGetDeltaAngularVelocity() | 
|---|
| 552 | { | 
|---|
| 553 | return m_deltaAngularVelocity; | 
|---|
| 554 | } | 
|---|
| 555 |  | 
|---|
| 556 | const btVector3& internalGetAngularFactor() const | 
|---|
| 557 | { | 
|---|
| 558 | return m_angularFactor; | 
|---|
| 559 | } | 
|---|
| 560 |  | 
|---|
| 561 | const btVector3& internalGetInvMass() const | 
|---|
| 562 | { | 
|---|
| 563 | return m_invMass; | 
|---|
| 564 | } | 
|---|
| 565 |  | 
|---|
| 566 | btVector3& internalGetPushVelocity() | 
|---|
| 567 | { | 
|---|
| 568 | return m_pushVelocity; | 
|---|
| 569 | } | 
|---|
| 570 |  | 
|---|
| 571 | btVector3& internalGetTurnVelocity() | 
|---|
| 572 | { | 
|---|
| 573 | return m_turnVelocity; | 
|---|
| 574 | } | 
|---|
| 575 |  | 
|---|
| 576 | SIMD_FORCE_INLINE void  internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const | 
|---|
| 577 | { | 
|---|
| 578 | velocity = getLinearVelocity()+m_deltaLinearVelocity + (getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos); | 
|---|
| 579 | } | 
|---|
| 580 |  | 
|---|
| 581 | SIMD_FORCE_INLINE void  internalGetAngularVelocity(btVector3& angVel) const | 
|---|
| 582 | { | 
|---|
| 583 | angVel = getAngularVelocity()+m_deltaAngularVelocity; | 
|---|
| 584 | } | 
|---|
| 585 |  | 
|---|
| 586 |  | 
|---|
| 587 | //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position | 
|---|
| 588 | SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude) | 
|---|
| 589 | { | 
|---|
| 590 | if (m_inverseMass) | 
|---|
| 591 | { | 
|---|
| 592 | m_deltaLinearVelocity += linearComponent*impulseMagnitude; | 
|---|
| 593 | m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor); | 
|---|
| 594 | } | 
|---|
| 595 | } | 
|---|
| 596 |  | 
|---|
| 597 | SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) | 
|---|
| 598 | { | 
|---|
| 599 | if (m_inverseMass) | 
|---|
| 600 | { | 
|---|
| 601 | m_pushVelocity += linearComponent*impulseMagnitude; | 
|---|
| 602 | m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor); | 
|---|
| 603 | } | 
|---|
| 604 | } | 
|---|
| 605 |  | 
|---|
| 606 | void    internalWritebackVelocity() | 
|---|
| 607 | { | 
|---|
| 608 | if (m_inverseMass) | 
|---|
| 609 | { | 
|---|
| 610 | setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity); | 
|---|
| 611 | setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity); | 
|---|
| 612 | //m_deltaLinearVelocity.setZero(); | 
|---|
| 613 | //m_deltaAngularVelocity .setZero(); | 
|---|
| 614 | //m_originalBody->setCompanionId(-1); | 
|---|
| 615 | } | 
|---|
| 616 | } | 
|---|
| 617 |  | 
|---|
| 618 |  | 
|---|
| 619 | void    internalWritebackVelocity(btScalar timeStep); | 
|---|
| 620 |  | 
|---|
| 621 |  | 
|---|
| 622 | /////////////////////////////////////////////// | 
|---|
| 623 |  | 
|---|
| 624 | virtual int     calculateSerializeBufferSize()  const; | 
|---|
| 625 |  | 
|---|
| 626 | ///fills the dataBuffer and returns the struct name (and 0 on failure) | 
|---|
| 627 | virtual const char*     serialize(void* dataBuffer,  class btSerializer* serializer) const; | 
|---|
| 628 |  | 
|---|
| 629 | virtual void serializeSingleObject(class btSerializer* serializer) const; | 
|---|
| 630 |  | 
|---|
| 631 | }; | 
|---|
| 632 |  | 
|---|
| 633 | //@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData | 
|---|
| 634 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 | 
|---|
| 635 | struct  btRigidBodyFloatData | 
|---|
| 636 | { | 
|---|
| 637 | btCollisionObjectFloatData      m_collisionObjectData; | 
|---|
| 638 | btMatrix3x3FloatData            m_invInertiaTensorWorld; | 
|---|
| 639 | btVector3FloatData              m_linearVelocity; | 
|---|
| 640 | btVector3FloatData              m_angularVelocity; | 
|---|
| 641 | btVector3FloatData              m_angularFactor; | 
|---|
| 642 | btVector3FloatData              m_linearFactor; | 
|---|
| 643 | btVector3FloatData              m_gravity; | 
|---|
| 644 | btVector3FloatData              m_gravity_acceleration; | 
|---|
| 645 | btVector3FloatData              m_invInertiaLocal; | 
|---|
| 646 | btVector3FloatData              m_totalForce; | 
|---|
| 647 | btVector3FloatData              m_totalTorque; | 
|---|
| 648 | float                                   m_inverseMass; | 
|---|
| 649 | float                                   m_linearDamping; | 
|---|
| 650 | float                                   m_angularDamping; | 
|---|
| 651 | float                                   m_additionalDampingFactor; | 
|---|
| 652 | float                                   m_additionalLinearDampingThresholdSqr; | 
|---|
| 653 | float                                   m_additionalAngularDampingThresholdSqr; | 
|---|
| 654 | float                                   m_additionalAngularDampingFactor; | 
|---|
| 655 | float                                   m_linearSleepingThreshold; | 
|---|
| 656 | float                                   m_angularSleepingThreshold; | 
|---|
| 657 | int                                             m_additionalDamping; | 
|---|
| 658 | }; | 
|---|
| 659 |  | 
|---|
| 660 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 | 
|---|
| 661 | struct  btRigidBodyDoubleData | 
|---|
| 662 | { | 
|---|
| 663 | btCollisionObjectDoubleData     m_collisionObjectData; | 
|---|
| 664 | btMatrix3x3DoubleData           m_invInertiaTensorWorld; | 
|---|
| 665 | btVector3DoubleData             m_linearVelocity; | 
|---|
| 666 | btVector3DoubleData             m_angularVelocity; | 
|---|
| 667 | btVector3DoubleData             m_angularFactor; | 
|---|
| 668 | btVector3DoubleData             m_linearFactor; | 
|---|
| 669 | btVector3DoubleData             m_gravity; | 
|---|
| 670 | btVector3DoubleData             m_gravity_acceleration; | 
|---|
| 671 | btVector3DoubleData             m_invInertiaLocal; | 
|---|
| 672 | btVector3DoubleData             m_totalForce; | 
|---|
| 673 | btVector3DoubleData             m_totalTorque; | 
|---|
| 674 | double                                  m_inverseMass; | 
|---|
| 675 | double                                  m_linearDamping; | 
|---|
| 676 | double                                  m_angularDamping; | 
|---|
| 677 | double                                  m_additionalDampingFactor; | 
|---|
| 678 | double                                  m_additionalLinearDampingThresholdSqr; | 
|---|
| 679 | double                                  m_additionalAngularDampingThresholdSqr; | 
|---|
| 680 | double                                  m_additionalAngularDampingFactor; | 
|---|
| 681 | double                                  m_linearSleepingThreshold; | 
|---|
| 682 | double                                  m_angularSleepingThreshold; | 
|---|
| 683 | int                                             m_additionalDamping; | 
|---|
| 684 | char    m_padding[4]; | 
|---|
| 685 | }; | 
|---|
| 686 |  | 
|---|
| 687 |  | 
|---|
| 688 |  | 
|---|
| 689 | #endif | 
|---|
| 690 |  | 
|---|