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authorErwin Coumans <blender@erwincoumans.com>2011-03-12 23:34:17 +0300
committerErwin Coumans <blender@erwincoumans.com>2011-03-12 23:34:17 +0300
commit5e374328a87c1b418f8454d5ef38470484804961 (patch)
tree1d6de85165175c5192f74dbd423e1d5cb48f8ff6 /extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
parent8c526e79e31d40d56a6fecce9343c74bd9fe62d8 (diff)
update Bullet physics sdk to latest trunk/version 2.78
add PhysicsConstraints.exportBulletFile(char* fileName) python command I'll be checking the bf-committers mailing list, in case this commit broke stuff scons needs to be updated, I'll do that in a second.
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h')
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h137
1 files changed, 120 insertions, 17 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
index 0d5b7886443..5de829824ff 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
@@ -27,13 +27,21 @@ subject to the following restrictions:
struct btBroadphaseProxy;
class btCollisionShape;
+struct btCollisionShapeData;
#include "LinearMath/btMotionState.h"
#include "LinearMath/btAlignedAllocator.h"
#include "LinearMath/btAlignedObjectArray.h"
-
typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray;
+#ifdef BT_USE_DOUBLE_PRECISION
+#define btCollisionObjectData btCollisionObjectDoubleData
+#define btCollisionObjectDataName "btCollisionObjectDoubleData"
+#else
+#define btCollisionObjectData btCollisionObjectFloatData
+#define btCollisionObjectDataName "btCollisionObjectFloatData"
+#endif
+
/// btCollisionObject can be used to manage collision detection objects.
/// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy.
@@ -53,12 +61,14 @@ protected:
btVector3 m_interpolationLinearVelocity;
btVector3 m_interpolationAngularVelocity;
- btVector3 m_anisotropicFriction;
- bool m_hasAnisotropicFriction;
- btScalar m_contactProcessingThreshold;
+ btVector3 m_anisotropicFriction;
+ int m_hasAnisotropicFriction;
+ btScalar m_contactProcessingThreshold;
btBroadphaseProxy* m_broadphaseHandle;
btCollisionShape* m_collisionShape;
+ ///m_extensionPointer is used by some internal low-level Bullet extensions.
+ void* m_extensionPointer;
///m_rootCollisionShape is temporarily used to store the original collision shape
///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes
@@ -76,13 +86,13 @@ protected:
btScalar m_friction;
btScalar m_restitution;
- ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
- void* m_userObjectPointer;
-
///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc.
///do not assign your own m_internalType unless you write a new dynamics object class.
int m_internalType;
+ ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
+ void* m_userObjectPointer;
+
///time of impact calculation
btScalar m_hitFraction;
@@ -93,9 +103,7 @@ protected:
btScalar m_ccdMotionThreshold;
/// If some object should have elaborate collision filtering by sub-classes
- bool m_checkCollideWith;
-
- char m_pad[7];
+ int m_checkCollideWith;
virtual bool checkCollideWithOverride(btCollisionObject* /* co */)
{
@@ -112,18 +120,21 @@ public:
CF_KINEMATIC_OBJECT= 2,
CF_NO_CONTACT_RESPONSE = 4,
CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
- CF_CHARACTER_OBJECT = 16
+ CF_CHARACTER_OBJECT = 16,
+ CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
+ CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
};
enum CollisionObjectTypes
{
CO_COLLISION_OBJECT =1,
- CO_RIGID_BODY,
+ CO_RIGID_BODY=2,
///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
///It is useful for collision sensors, explosion objects, character controller etc.
- CO_GHOST_OBJECT,
- CO_SOFT_BODY,
- CO_HF_FLUID
+ CO_GHOST_OBJECT=4,
+ CO_SOFT_BODY=8,
+ CO_HF_FLUID=16,
+ CO_USER_TYPE=32
};
SIMD_FORCE_INLINE bool mergesSimulationIslands() const
@@ -143,7 +154,7 @@ public:
}
bool hasAnisotropicFriction() const
{
- return m_hasAnisotropicFriction;
+ return m_hasAnisotropicFriction!=0;
}
///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default.
@@ -213,6 +224,19 @@ public:
m_collisionShape = collisionShape;
}
+ ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions.
+ ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
+ void* internalGetExtensionPointer() const
+ {
+ return m_extensionPointer;
+ }
+ ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions
+ ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
+ void internalSetExtensionPointer(void* pointer)
+ {
+ m_extensionPointer = pointer;
+ }
+
SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1;}
void setActivationState(int newState);
@@ -393,7 +417,7 @@ public:
/// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
void setCcdMotionThreshold(btScalar ccdMotionThreshold)
{
- m_ccdMotionThreshold = ccdMotionThreshold*ccdMotionThreshold;
+ m_ccdMotionThreshold = ccdMotionThreshold;
}
///users can point to their objects, userPointer is not used by Bullet
@@ -416,6 +440,85 @@ public:
return true;
}
+
+ virtual int calculateSerializeBufferSize() const;
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+ virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
+
+ virtual void serializeSingleObject(class btSerializer* serializer) const;
+
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btCollisionObjectDoubleData
+{
+ void *m_broadphaseHandle;
+ void *m_collisionShape;
+ btCollisionShapeData *m_rootCollisionShape;
+ char *m_name;
+
+ btTransformDoubleData m_worldTransform;
+ btTransformDoubleData m_interpolationWorldTransform;
+ btVector3DoubleData m_interpolationLinearVelocity;
+ btVector3DoubleData m_interpolationAngularVelocity;
+ btVector3DoubleData m_anisotropicFriction;
+ double m_contactProcessingThreshold;
+ double m_deactivationTime;
+ double m_friction;
+ double m_restitution;
+ double m_hitFraction;
+ double m_ccdSweptSphereRadius;
+ double m_ccdMotionThreshold;
+
+ int m_hasAnisotropicFriction;
+ int m_collisionFlags;
+ int m_islandTag1;
+ int m_companionId;
+ int m_activationState1;
+ int m_internalType;
+ int m_checkCollideWith;
+
+ char m_padding[4];
};
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btCollisionObjectFloatData
+{
+ void *m_broadphaseHandle;
+ void *m_collisionShape;
+ btCollisionShapeData *m_rootCollisionShape;
+ char *m_name;
+
+ btTransformFloatData m_worldTransform;
+ btTransformFloatData m_interpolationWorldTransform;
+ btVector3FloatData m_interpolationLinearVelocity;
+ btVector3FloatData m_interpolationAngularVelocity;
+ btVector3FloatData m_anisotropicFriction;
+ float m_contactProcessingThreshold;
+ float m_deactivationTime;
+ float m_friction;
+ float m_restitution;
+ float m_hitFraction;
+ float m_ccdSweptSphereRadius;
+ float m_ccdMotionThreshold;
+
+ int m_hasAnisotropicFriction;
+ int m_collisionFlags;
+ int m_islandTag1;
+ int m_companionId;
+ int m_activationState1;
+ int m_internalType;
+ int m_checkCollideWith;
+};
+
+
+
+SIMD_FORCE_INLINE int btCollisionObject::calculateSerializeBufferSize() const
+{
+ return sizeof(btCollisionObjectData);
+}
+
+
+
#endif //COLLISION_OBJECT_H