386 lines
11 KiB
C
386 lines
11 KiB
C
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef RIGIDBODY_H
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#define RIGIDBODY_H
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btPoint3.h"
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#include "LinearMath/btTransform.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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class btCollisionShape;
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class btMotionState;
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class btTypedConstraint;
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extern btScalar gLinearAirDamping;
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extern btScalar gDeactivationTime;
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extern bool gDisableDeactivation;
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extern btScalar gLinearSleepingThreshold;
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extern btScalar gAngularSleepingThreshold;
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/// btRigidBody class for btRigidBody Dynamics
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///
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class btRigidBody : public btCollisionObject
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{
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btMatrix3x3 m_invInertiaTensorWorld;
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btVector3 m_linearVelocity;
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btVector3 m_angularVelocity;
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btScalar m_inverseMass;
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btScalar m_angularFactor;
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btVector3 m_gravity;
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btVector3 m_invInertiaLocal;
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btVector3 m_totalForce;
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btVector3 m_totalTorque;
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btScalar m_linearDamping;
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btScalar m_angularDamping;
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btScalar m_linearSleepingThreshold;
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btScalar m_angularSleepingThreshold;
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//m_optionalMotionState allows to automatic synchronize the world transform for active objects
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btMotionState* m_optionalMotionState;
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//keep track of typed constraints referencing this rigid body
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btAlignedObjectArray<btTypedConstraint*> m_constraintRefs;
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public:
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#ifdef OBSOLETE_MOTIONSTATE_LESS
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//not supported, please use btMotionState
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btRigidBody(btScalar mass, const btTransform& worldTransform, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=btScalar(0.),btScalar angularDamping=btScalar(0.),btScalar friction=btScalar(0.5),btScalar restitution=btScalar(0.));
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#endif //OBSOLETE_MOTIONSTATE_LESS
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btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=btScalar(0.),btScalar angularDamping=btScalar(0.),btScalar friction=btScalar(0.5),btScalar restitution=btScalar(0.));
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virtual ~btRigidBody()
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{
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//No constraints should point to this rigidbody
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//Remove constraints from the dynamics world before you delete the related rigidbodies.
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btAssert(m_constraintRefs.size()==0);
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}
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void proceedToTransform(const btTransform& newTrans);
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///to keep collision detection and dynamics separate we don't store a rigidbody pointer
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///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
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static const btRigidBody* upcast(const btCollisionObject* colObj)
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{
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return (const btRigidBody*)colObj->getInternalOwner();
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}
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static btRigidBody* upcast(btCollisionObject* colObj)
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{
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return (btRigidBody*)colObj->getInternalOwner();
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}
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/// continuous collision detection needs prediction
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void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ;
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void saveKinematicState(btScalar step);
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void applyForces(btScalar step);
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void setGravity(const btVector3& acceleration);
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const btVector3& getGravity() const
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{
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return m_gravity;
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}
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void setDamping(btScalar lin_damping, btScalar ang_damping);
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inline const btCollisionShape* getCollisionShape() const {
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return m_collisionShape;
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}
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inline btCollisionShape* getCollisionShape() {
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return m_collisionShape;
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}
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void setMassProps(btScalar mass, const btVector3& inertia);
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btScalar getInvMass() const { return m_inverseMass; }
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const btMatrix3x3& getInvInertiaTensorWorld() const {
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return m_invInertiaTensorWorld;
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}
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void integrateVelocities(btScalar step);
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void setCenterOfMassTransform(const btTransform& xform);
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void applyCentralForce(const btVector3& force)
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{
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m_totalForce += force;
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}
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const btVector3& getInvInertiaDiagLocal()
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{
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return m_invInertiaLocal;
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};
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void setInvInertiaDiagLocal(const btVector3& diagInvInertia)
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{
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m_invInertiaLocal = diagInvInertia;
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}
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void setSleepingThresholds(btScalar linear,btScalar angular)
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{
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m_linearSleepingThreshold = linear;
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m_angularSleepingThreshold = angular;
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}
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void applyTorque(const btVector3& torque)
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{
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m_totalTorque += torque;
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}
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void applyForce(const btVector3& force, const btVector3& rel_pos)
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{
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applyCentralForce(force);
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applyTorque(rel_pos.cross(force));
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}
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void applyCentralImpulse(const btVector3& impulse)
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{
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m_linearVelocity += impulse * m_inverseMass;
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}
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void applyTorqueImpulse(const btVector3& torque)
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{
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m_angularVelocity += m_invInertiaTensorWorld * torque;
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}
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void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
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{
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if (m_inverseMass != btScalar(0.))
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{
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applyCentralImpulse(impulse);
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if (m_angularFactor)
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{
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applyTorqueImpulse(rel_pos.cross(impulse)*m_angularFactor);
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}
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}
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}
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//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
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inline void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
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{
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if (m_inverseMass != btScalar(0.))
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{
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m_linearVelocity += linearComponent*impulseMagnitude;
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if (m_angularFactor)
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{
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m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor;
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}
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}
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}
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void clearForces()
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{
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m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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}
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void updateInertiaTensor();
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const btPoint3& getCenterOfMassPosition() const {
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return m_worldTransform.getOrigin();
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}
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btQuaternion getOrientation() const;
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const btTransform& getCenterOfMassTransform() const {
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return m_worldTransform;
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}
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const btVector3& getLinearVelocity() const {
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return m_linearVelocity;
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}
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const btVector3& getAngularVelocity() const {
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return m_angularVelocity;
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}
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inline void setLinearVelocity(const btVector3& lin_vel)
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{
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assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT);
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m_linearVelocity = lin_vel;
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}
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inline void setAngularVelocity(const btVector3& ang_vel) {
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assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT);
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{
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m_angularVelocity = ang_vel;
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}
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}
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btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const
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{
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//we also calculate lin/ang velocity for kinematic objects
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return m_linearVelocity + m_angularVelocity.cross(rel_pos);
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//for kinematic objects, we could also use use:
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// return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
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}
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void translate(const btVector3& v)
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{
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m_worldTransform.getOrigin() += v;
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}
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void getAabb(btVector3& aabbMin,btVector3& aabbMax) const;
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inline btScalar computeImpulseDenominator(const btPoint3& pos, const btVector3& normal) const
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{
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btVector3 r0 = pos - getCenterOfMassPosition();
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btVector3 c0 = (r0).cross(normal);
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btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0);
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return m_inverseMass + normal.dot(vec);
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}
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inline btScalar computeAngularImpulseDenominator(const btVector3& axis) const
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{
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btVector3 vec = axis * getInvInertiaTensorWorld();
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return axis.dot(vec);
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}
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inline void updateDeactivation(btScalar timeStep)
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{
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if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION))
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return;
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if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) &&
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(getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold))
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{
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m_deactivationTime += timeStep;
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} else
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{
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m_deactivationTime=btScalar(0.);
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setActivationState(0);
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}
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}
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inline bool wantsSleeping()
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{
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if (getActivationState() == DISABLE_DEACTIVATION)
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return false;
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//disable deactivation
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if (gDisableDeactivation || (gDeactivationTime == btScalar(0.)))
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return false;
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if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION))
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return true;
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if (m_deactivationTime> gDeactivationTime)
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{
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return true;
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}
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return false;
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}
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const btBroadphaseProxy* getBroadphaseProxy() const
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{
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return m_broadphaseHandle;
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}
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btBroadphaseProxy* getBroadphaseProxy()
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{
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return m_broadphaseHandle;
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}
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void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy)
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{
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m_broadphaseHandle = broadphaseProxy;
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}
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//btMotionState allows to automatic synchronize the world transform for active objects
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btMotionState* getMotionState()
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{
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return m_optionalMotionState;
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}
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const btMotionState* getMotionState() const
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{
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return m_optionalMotionState;
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}
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void setMotionState(btMotionState* motionState)
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{
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m_optionalMotionState = motionState;
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if (m_optionalMotionState)
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motionState->getWorldTransform(m_worldTransform);
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}
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//for experimental overriding of friction/contact solver func
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int m_contactSolverType;
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int m_frictionSolverType;
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void setAngularFactor(btScalar angFac)
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{
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m_angularFactor = angFac;
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}
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btScalar getAngularFactor() const
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{
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return m_angularFactor;
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}
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//is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase?
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bool isInWorld() const
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{
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return (getBroadphaseProxy() != 0);
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}
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virtual bool checkCollideWithOverride(btCollisionObject* co);
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void addConstraintRef(btTypedConstraint* c);
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void removeConstraintRef(btTypedConstraint* c);
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btTypedConstraint* getConstraintRef(int index)
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{
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return m_constraintRefs[index];
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}
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int getNumConstraintRefs()
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{
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return m_constraintRefs.size();
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}
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int m_debugBodyId;
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};
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#endif
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