404 lines
13 KiB
C++
404 lines
13 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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#include "btRigidBody.h"
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "LinearMath/btMinMax.h"
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#include "LinearMath/btTransformUtil.h"
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#include "LinearMath/btMotionState.h"
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#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
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#include "LinearMath/btSerializer.h"
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//'temporarily' global variables
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btScalar gDeactivationTime = btScalar(2.);
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bool gDisableDeactivation = false;
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static int uniqueId = 0;
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btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
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{
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setupRigidBody(constructionInfo);
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}
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btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia)
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{
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btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia);
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setupRigidBody(cinfo);
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}
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void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
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{
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m_internalType=CO_RIGID_BODY;
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m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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m_angularFactor.setValue(1,1,1);
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m_linearFactor.setValue(1,1,1);
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m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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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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m_linearDamping = btScalar(0.);
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m_angularDamping = btScalar(0.5);
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m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
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m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
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m_optionalMotionState = constructionInfo.m_motionState;
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m_contactSolverType = 0;
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m_frictionSolverType = 0;
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m_additionalDamping = constructionInfo.m_additionalDamping;
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m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor;
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m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
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m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
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m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;
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if (m_optionalMotionState)
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{
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m_optionalMotionState->getWorldTransform(m_worldTransform);
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} else
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{
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m_worldTransform = constructionInfo.m_startWorldTransform;
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}
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m_interpolationWorldTransform = m_worldTransform;
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m_interpolationLinearVelocity.setValue(0,0,0);
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m_interpolationAngularVelocity.setValue(0,0,0);
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//moved to btCollisionObject
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m_friction = constructionInfo.m_friction;
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m_restitution = constructionInfo.m_restitution;
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setCollisionShape( constructionInfo.m_collisionShape );
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m_debugBodyId = uniqueId++;
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setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
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setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
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updateInertiaTensor();
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m_rigidbodyFlags = 0;
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m_deltaLinearVelocity.setZero();
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m_deltaAngularVelocity.setZero();
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m_invMass = m_inverseMass*m_linearFactor;
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m_pushVelocity.setZero();
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m_turnVelocity.setZero();
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}
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void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform)
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{
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btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform);
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}
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void btRigidBody::saveKinematicState(btScalar timeStep)
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{
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//todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
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if (timeStep != btScalar(0.))
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{
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//if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
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if (getMotionState())
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getMotionState()->getWorldTransform(m_worldTransform);
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btVector3 linVel,angVel;
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btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,timeStep,m_linearVelocity,m_angularVelocity);
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m_interpolationLinearVelocity = m_linearVelocity;
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m_interpolationAngularVelocity = m_angularVelocity;
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m_interpolationWorldTransform = m_worldTransform;
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//printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
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}
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}
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void btRigidBody::getAabb(btVector3& aabbMin,btVector3& aabbMax) const
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{
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getCollisionShape()->getAabb(m_worldTransform,aabbMin,aabbMax);
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}
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void btRigidBody::setGravity(const btVector3& acceleration)
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{
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if (m_inverseMass != btScalar(0.0))
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{
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m_gravity = acceleration * (btScalar(1.0) / m_inverseMass);
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}
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m_gravity_acceleration = acceleration;
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}
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void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
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{
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m_linearDamping = btClamped(lin_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
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m_angularDamping = btClamped(ang_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
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}
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///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
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void btRigidBody::applyDamping(btScalar timeStep)
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{
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//On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
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//todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
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//#define USE_OLD_DAMPING_METHOD 1
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#ifdef USE_OLD_DAMPING_METHOD
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m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
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m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
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#else
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m_linearVelocity *= btPow(btScalar(1)-m_linearDamping, timeStep);
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m_angularVelocity *= btPow(btScalar(1)-m_angularDamping, timeStep);
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#endif
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if (m_additionalDamping)
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{
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//Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
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//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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if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) &&
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(m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr))
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{
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m_angularVelocity *= m_additionalDampingFactor;
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m_linearVelocity *= m_additionalDampingFactor;
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}
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btScalar speed = m_linearVelocity.length();
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if (speed < m_linearDamping)
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{
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btScalar dampVel = btScalar(0.005);
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if (speed > dampVel)
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{
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btVector3 dir = m_linearVelocity.normalized();
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m_linearVelocity -= dir * dampVel;
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} else
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{
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m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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}
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}
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btScalar angSpeed = m_angularVelocity.length();
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if (angSpeed < m_angularDamping)
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{
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btScalar angDampVel = btScalar(0.005);
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if (angSpeed > angDampVel)
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{
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btVector3 dir = m_angularVelocity.normalized();
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m_angularVelocity -= dir * angDampVel;
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} else
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{
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m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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}
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}
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}
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}
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void btRigidBody::applyGravity()
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{
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if (isStaticOrKinematicObject())
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return;
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applyCentralForce(m_gravity);
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}
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void btRigidBody::proceedToTransform(const btTransform& newTrans)
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{
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setCenterOfMassTransform( newTrans );
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}
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void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
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{
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if (mass == btScalar(0.))
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{
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m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
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m_inverseMass = btScalar(0.);
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} else
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{
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m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT);
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m_inverseMass = btScalar(1.0) / mass;
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}
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//Fg = m * a
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m_gravity = mass * m_gravity_acceleration;
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m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0),
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inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0),
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inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0));
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m_invMass = m_linearFactor*m_inverseMass;
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}
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void btRigidBody::updateInertiaTensor()
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{
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m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose();
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}
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void btRigidBody::integrateVelocities(btScalar step)
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{
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if (isStaticOrKinematicObject())
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return;
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m_linearVelocity += m_totalForce * (m_inverseMass * step);
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m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step;
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#define MAX_ANGVEL SIMD_HALF_PI
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/// clamp angular velocity. collision calculations will fail on higher angular velocities
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btScalar angvel = m_angularVelocity.length();
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if (angvel*step > MAX_ANGVEL)
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{
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m_angularVelocity *= (MAX_ANGVEL/step) /angvel;
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}
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}
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btQuaternion btRigidBody::getOrientation() const
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{
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btQuaternion orn;
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m_worldTransform.getBasis().getRotation(orn);
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return orn;
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}
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void btRigidBody::setCenterOfMassTransform(const btTransform& xform)
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{
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if (isStaticOrKinematicObject())
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{
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m_interpolationWorldTransform = m_worldTransform;
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} else
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{
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m_interpolationWorldTransform = xform;
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}
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m_interpolationLinearVelocity = getLinearVelocity();
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m_interpolationAngularVelocity = getAngularVelocity();
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m_worldTransform = xform;
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updateInertiaTensor();
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}
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bool btRigidBody::checkCollideWithOverride(btCollisionObject* co)
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{
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btRigidBody* otherRb = btRigidBody::upcast(co);
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if (!otherRb)
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return true;
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for (int i = 0; i < m_constraintRefs.size(); ++i)
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{
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btTypedConstraint* c = m_constraintRefs[i];
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if (&c->getRigidBodyA() == otherRb || &c->getRigidBodyB() == otherRb)
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return false;
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}
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return true;
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}
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void btRigidBody::internalWritebackVelocity(btScalar timeStep)
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{
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(void) timeStep;
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if (m_inverseMass)
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{
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setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity);
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setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity);
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//correct the position/orientation based on push/turn recovery
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btTransform newTransform;
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btTransformUtil::integrateTransform(getWorldTransform(),m_pushVelocity,m_turnVelocity,timeStep,newTransform);
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setWorldTransform(newTransform);
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//m_originalBody->setCompanionId(-1);
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}
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// m_deltaLinearVelocity.setZero();
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// m_deltaAngularVelocity .setZero();
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// m_pushVelocity.setZero();
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// m_turnVelocity.setZero();
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}
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void btRigidBody::addConstraintRef(btTypedConstraint* c)
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{
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int index = m_constraintRefs.findLinearSearch(c);
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if (index == m_constraintRefs.size())
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m_constraintRefs.push_back(c);
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m_checkCollideWith = true;
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}
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void btRigidBody::removeConstraintRef(btTypedConstraint* c)
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{
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m_constraintRefs.remove(c);
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m_checkCollideWith = m_constraintRefs.size() > 0;
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}
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int btRigidBody::calculateSerializeBufferSize() const
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{
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int sz = sizeof(btRigidBodyData);
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return sz;
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}
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
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{
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btRigidBodyData* rbd = (btRigidBodyData*) dataBuffer;
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btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
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m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld);
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m_linearVelocity.serialize(rbd->m_linearVelocity);
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m_angularVelocity.serialize(rbd->m_angularVelocity);
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rbd->m_inverseMass = m_inverseMass;
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m_angularFactor.serialize(rbd->m_angularFactor);
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m_linearFactor.serialize(rbd->m_linearFactor);
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m_gravity.serialize(rbd->m_gravity);
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m_gravity_acceleration.serialize(rbd->m_gravity_acceleration);
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m_invInertiaLocal.serialize(rbd->m_invInertiaLocal);
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m_totalForce.serialize(rbd->m_totalForce);
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m_totalTorque.serialize(rbd->m_totalTorque);
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rbd->m_linearDamping = m_linearDamping;
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rbd->m_angularDamping = m_angularDamping;
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rbd->m_additionalDamping = m_additionalDamping;
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rbd->m_additionalDampingFactor = m_additionalDampingFactor;
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rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
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rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
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rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
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rbd->m_linearSleepingThreshold=m_linearSleepingThreshold;
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rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
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return btRigidBodyDataName;
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}
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void btRigidBody::serializeSingleObject(class btSerializer* serializer) const
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{
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btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(),1);
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const char* structType = serialize(chunk->m_oldPtr, serializer);
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serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,(void*)this);
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}
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