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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef RIGIDBODY_H
+#define RIGIDBODY_H
+
+#include "LinearMath/btAlignedObjectArray.h"
+#include "LinearMath/btTransform.h"
+#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
+
+class btCollisionShape;
+class btMotionState;
+class btTypedConstraint;
+
+
+extern btScalar gDeactivationTime;
+extern bool gDisableDeactivation;
+
+#ifdef BT_USE_DOUBLE_PRECISION
+#define btRigidBodyData btRigidBodyDoubleData
+#define btRigidBodyDataName "btRigidBodyDoubleData"
+#else
+#define btRigidBodyData btRigidBodyFloatData
+#define btRigidBodyDataName "btRigidBodyFloatData"
+#endif //BT_USE_DOUBLE_PRECISION
+
+
+enum btRigidBodyFlags
+{
+ BT_DISABLE_WORLD_GRAVITY = 1
+};
+
+
+///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
+///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
+///There are 3 types of rigid bodies:
+///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
+///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
+///- 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.
+///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time.
+///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)
+class btRigidBody : public btCollisionObject
+{
+
+ btMatrix3x3 m_invInertiaTensorWorld;
+ btVector3 m_linearVelocity;
+ btVector3 m_angularVelocity;
+ btScalar m_inverseMass;
+ btVector3 m_linearFactor;
+
+ btVector3 m_gravity;
+ btVector3 m_gravity_acceleration;
+ btVector3 m_invInertiaLocal;
+ btVector3 m_totalForce;
+ btVector3 m_totalTorque;
+
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
+
+ bool m_additionalDamping;
+ btScalar m_additionalDampingFactor;
+ btScalar m_additionalLinearDampingThresholdSqr;
+ btScalar m_additionalAngularDampingThresholdSqr;
+ btScalar m_additionalAngularDampingFactor;
+
+
+ btScalar m_linearSleepingThreshold;
+ btScalar m_angularSleepingThreshold;
+
+ //m_optionalMotionState allows to automatic synchronize the world transform for active objects
+ btMotionState* m_optionalMotionState;
+
+ //keep track of typed constraints referencing this rigid body
+ btAlignedObjectArray<btTypedConstraint*> m_constraintRefs;
+
+ int m_rigidbodyFlags;
+
+ int m_debugBodyId;
+
+
+protected:
+
+ ATTRIBUTE_ALIGNED64(btVector3 m_deltaLinearVelocity);
+ btVector3 m_deltaAngularVelocity;
+ btVector3 m_angularFactor;
+ btVector3 m_invMass;
+ btVector3 m_pushVelocity;
+ btVector3 m_turnVelocity;
+
+
+public:
+
+
+ ///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
+ ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument)
+ ///You can use the motion state to synchronize the world transform between physics and graphics objects.
+ ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state,
+ ///m_startWorldTransform is only used when you don't provide a motion state.
+ struct btRigidBodyConstructionInfo
+ {
+ btScalar m_mass;
+
+ ///When a motionState is provided, the rigid body will initialize its world transform from the motion state
+ ///In this case, m_startWorldTransform is ignored.
+ btMotionState* m_motionState;
+ btTransform m_startWorldTransform;
+
+ btCollisionShape* m_collisionShape;
+ btVector3 m_localInertia;
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
+
+ ///best simulation results when friction is non-zero
+ btScalar m_friction;
+ ///best simulation results using zero restitution.
+ btScalar m_restitution;
+
+ btScalar m_linearSleepingThreshold;
+ btScalar m_angularSleepingThreshold;
+
+ //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
+ //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
+ bool m_additionalDamping;
+ btScalar m_additionalDampingFactor;
+ btScalar m_additionalLinearDampingThresholdSqr;
+ btScalar m_additionalAngularDampingThresholdSqr;
+ btScalar m_additionalAngularDampingFactor;
+
+ btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)):
+ m_mass(mass),
+ m_motionState(motionState),
+ m_collisionShape(collisionShape),
+ m_localInertia(localInertia),
+ m_linearDamping(btScalar(0.)),
+ m_angularDamping(btScalar(0.)),
+ m_friction(btScalar(0.5)),
+ m_restitution(btScalar(0.)),
+ m_linearSleepingThreshold(btScalar(0.8)),
+ m_angularSleepingThreshold(btScalar(1.f)),
+ m_additionalDamping(false),
+ m_additionalDampingFactor(btScalar(0.005)),
+ m_additionalLinearDampingThresholdSqr(btScalar(0.01)),
+ m_additionalAngularDampingThresholdSqr(btScalar(0.01)),
+ m_additionalAngularDampingFactor(btScalar(0.01))
+ {
+ m_startWorldTransform.setIdentity();
+ }
+ };
+
+ ///btRigidBody constructor using construction info
+ btRigidBody( const btRigidBodyConstructionInfo& constructionInfo);
+
+ ///btRigidBody constructor for backwards compatibility.
+ ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
+ btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0));
+
+
+ virtual ~btRigidBody()
+ {
+ //No constraints should point to this rigidbody
+ //Remove constraints from the dynamics world before you delete the related rigidbodies.
+ btAssert(m_constraintRefs.size()==0);
+ }
+
+protected:
+
+ ///setupRigidBody is only used internally by the constructor
+ void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
+
+public:
+
+ void proceedToTransform(const btTransform& newTrans);
+
+ ///to keep collision detection and dynamics separate we don't store a rigidbody pointer
+ ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
+ static const btRigidBody* upcast(const btCollisionObject* colObj)
+ {
+ if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY)
+ return (const btRigidBody*)colObj;
+ return 0;
+ }
+ static btRigidBody* upcast(btCollisionObject* colObj)
+ {
+ if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY)
+ return (btRigidBody*)colObj;
+ return 0;
+ }
+
+ /// continuous collision detection needs prediction
+ void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ;
+
+ void saveKinematicState(btScalar step);
+
+ void applyGravity();
+
+ void setGravity(const btVector3& acceleration);
+
+ const btVector3& getGravity() const
+ {
+ return m_gravity_acceleration;
+ }
+
+ void setDamping(btScalar lin_damping, btScalar ang_damping);
+
+ btScalar getLinearDamping() const
+ {
+ return m_linearDamping;
+ }
+
+ btScalar getAngularDamping() const
+ {
+ return m_angularDamping;
+ }
+
+ btScalar getLinearSleepingThreshold() const
+ {
+ return m_linearSleepingThreshold;
+ }
+
+ btScalar getAngularSleepingThreshold() const
+ {
+ return m_angularSleepingThreshold;
+ }
+
+ void applyDamping(btScalar timeStep);
+
+ SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const {
+ return m_collisionShape;
+ }
+
+ SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() {
+ return m_collisionShape;
+ }
+
+ void setMassProps(btScalar mass, const btVector3& inertia);
+
+ const btVector3& getLinearFactor() const
+ {
+ return m_linearFactor;
+ }
+ void setLinearFactor(const btVector3& linearFactor)
+ {
+ m_linearFactor = linearFactor;
+ m_invMass = m_linearFactor*m_inverseMass;
+ }
+ btScalar getInvMass() const { return m_inverseMass; }
+ const btMatrix3x3& getInvInertiaTensorWorld() const {
+ return m_invInertiaTensorWorld;
+ }
+
+ void integrateVelocities(btScalar step);
+
+ void setCenterOfMassTransform(const btTransform& xform);
+
+ void applyCentralForce(const btVector3& force)
+ {
+ m_totalForce += force*m_linearFactor;
+ }
+
+ const btVector3& getTotalForce()
+ {
+ return m_totalForce;
+ };
+
+ const btVector3& getTotalTorque()
+ {
+ return m_totalTorque;
+ };
+
+ const btVector3& getInvInertiaDiagLocal() const
+ {
+ return m_invInertiaLocal;
+ };
+
+ void setInvInertiaDiagLocal(const btVector3& diagInvInertia)
+ {
+ m_invInertiaLocal = diagInvInertia;
+ }
+
+ void setSleepingThresholds(btScalar linear,btScalar angular)
+ {
+ m_linearSleepingThreshold = linear;
+ m_angularSleepingThreshold = angular;
+ }
+
+ void applyTorque(const btVector3& torque)
+ {
+ m_totalTorque += torque*m_angularFactor;
+ }
+
+ void applyForce(const btVector3& force, const btVector3& rel_pos)
+ {
+ applyCentralForce(force);
+ applyTorque(rel_pos.cross(force*m_linearFactor));
+ }
+
+ void applyCentralImpulse(const btVector3& impulse)
+ {
+ m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
+ }
+
+ void applyTorqueImpulse(const btVector3& torque)
+ {
+ m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
+ }
+
+ void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
+ {
+ if (m_inverseMass != btScalar(0.))
+ {
+ applyCentralImpulse(impulse);
+ if (m_angularFactor)
+ {
+ applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
+ }
+ }
+ }
+
+ void clearForces()
+ {
+ m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
+ m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
+ }
+
+ void updateInertiaTensor();
+
+ const btVector3& getCenterOfMassPosition() const {
+ return m_worldTransform.getOrigin();
+ }
+ btQuaternion getOrientation() const;
+
+ const btTransform& getCenterOfMassTransform() const {
+ return m_worldTransform;
+ }
+ const btVector3& getLinearVelocity() const {
+ return m_linearVelocity;
+ }
+ const btVector3& getAngularVelocity() const {
+ return m_angularVelocity;
+ }
+
+
+ inline void setLinearVelocity(const btVector3& lin_vel)
+ {
+ m_linearVelocity = lin_vel;
+ }
+
+ inline void setAngularVelocity(const btVector3& ang_vel)
+ {
+ m_angularVelocity = ang_vel;
+ }
+
+ btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const
+ {
+ //we also calculate lin/ang velocity for kinematic objects
+ return m_linearVelocity + m_angularVelocity.cross(rel_pos);
+
+ //for kinematic objects, we could also use use:
+ // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
+ }
+
+ void translate(const btVector3& v)
+ {
+ m_worldTransform.getOrigin() += v;
+ }
+
+
+ void getAabb(btVector3& aabbMin,btVector3& aabbMax) const;
+
+
+
+
+
+ SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const
+ {
+ btVector3 r0 = pos - getCenterOfMassPosition();
+
+ btVector3 c0 = (r0).cross(normal);
+
+ btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0);
+
+ return m_inverseMass + normal.dot(vec);
+
+ }
+
+ SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const
+ {
+ btVector3 vec = axis * getInvInertiaTensorWorld();
+ return axis.dot(vec);
+ }
+
+ SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep)
+ {
+ if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION))
+ return;
+
+ if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) &&
+ (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold))
+ {
+ m_deactivationTime += timeStep;
+ } else
+ {
+ m_deactivationTime=btScalar(0.);
+ setActivationState(0);
+ }
+
+ }
+
+ SIMD_FORCE_INLINE bool wantsSleeping()
+ {
+
+ if (getActivationState() == DISABLE_DEACTIVATION)
+ return false;
+
+ //disable deactivation
+ if (gDisableDeactivation || (gDeactivationTime == btScalar(0.)))
+ return false;
+
+ if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION))
+ return true;
+
+ if (m_deactivationTime> gDeactivationTime)
+ {
+ return true;
+ }
+ return false;
+ }
+
+
+
+ const btBroadphaseProxy* getBroadphaseProxy() const
+ {
+ return m_broadphaseHandle;
+ }
+ btBroadphaseProxy* getBroadphaseProxy()
+ {
+ return m_broadphaseHandle;
+ }
+ void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy)
+ {
+ m_broadphaseHandle = broadphaseProxy;
+ }
+
+ //btMotionState allows to automatic synchronize the world transform for active objects
+ btMotionState* getMotionState()
+ {
+ return m_optionalMotionState;
+ }
+ const btMotionState* getMotionState() const
+ {
+ return m_optionalMotionState;
+ }
+ void setMotionState(btMotionState* motionState)
+ {
+ m_optionalMotionState = motionState;
+ if (m_optionalMotionState)
+ motionState->getWorldTransform(m_worldTransform);
+ }
+
+ //for experimental overriding of friction/contact solver func
+ int m_contactSolverType;
+ int m_frictionSolverType;
+
+ void setAngularFactor(const btVector3& angFac)
+ {
+ m_angularFactor = angFac;
+ }
+
+ void setAngularFactor(btScalar angFac)
+ {
+ m_angularFactor.setValue(angFac,angFac,angFac);
+ }
+ const btVector3& getAngularFactor() const
+ {
+ return m_angularFactor;
+ }
+
+ //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase?
+ bool isInWorld() const
+ {
+ return (getBroadphaseProxy() != 0);
+ }
+
+ virtual bool checkCollideWithOverride(btCollisionObject* co);
+
+ void addConstraintRef(btTypedConstraint* c);
+ void removeConstraintRef(btTypedConstraint* c);
+
+ btTypedConstraint* getConstraintRef(int index)
+ {
+ return m_constraintRefs[index];
+ }
+
+ int getNumConstraintRefs()
+ {
+ return m_constraintRefs.size();
+ }
+
+ void setFlags(int flags)
+ {
+ m_rigidbodyFlags = flags;
+ }
+
+ int getFlags() const
+ {
+ return m_rigidbodyFlags;
+ }
+
+
+ ////////////////////////////////////////////////
+ ///some internal methods, don't use them
+
+ btVector3& internalGetDeltaLinearVelocity()
+ {
+ return m_deltaLinearVelocity;
+ }
+
+ btVector3& internalGetDeltaAngularVelocity()
+ {
+ return m_deltaAngularVelocity;
+ }
+
+ const btVector3& internalGetAngularFactor() const
+ {
+ return m_angularFactor;
+ }
+
+ const btVector3& internalGetInvMass() const
+ {
+ return m_invMass;
+ }
+
+ btVector3& internalGetPushVelocity()
+ {
+ return m_pushVelocity;
+ }
+
+ btVector3& internalGetTurnVelocity()
+ {
+ return m_turnVelocity;
+ }
+
+ SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
+ {
+ velocity = getLinearVelocity()+m_deltaLinearVelocity + (getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos);
+ }
+
+ SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3& angVel) const
+ {
+ angVel = getAngularVelocity()+m_deltaAngularVelocity;
+ }
+
+
+ //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
+ SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
+ {
+ if (m_inverseMass)
+ {
+ m_deltaLinearVelocity += linearComponent*impulseMagnitude;
+ m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
+ }
+ }
+
+ SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
+ {
+ if (m_inverseMass)
+ {
+ m_pushVelocity += linearComponent*impulseMagnitude;
+ m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
+ }
+ }
+
+ void internalWritebackVelocity()
+ {
+ if (m_inverseMass)
+ {
+ setLinearVelocity(getLinearVelocity()+ m_deltaLinearVelocity);
+ setAngularVelocity(getAngularVelocity()+m_deltaAngularVelocity);
+ m_deltaLinearVelocity.setZero();
+ m_deltaAngularVelocity .setZero();
+ //m_originalBody->setCompanionId(-1);
+ }
+ }
+
+
+ void internalWritebackVelocity(btScalar timeStep);
+
+
+ ///////////////////////////////////////////////
+
+ 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;
+
+};
+
+//@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btRigidBodyFloatData
+{
+ btCollisionObjectFloatData m_collisionObjectData;
+ btMatrix3x3FloatData m_invInertiaTensorWorld;
+ btVector3FloatData m_linearVelocity;
+ btVector3FloatData m_angularVelocity;
+ btVector3FloatData m_angularFactor;
+ btVector3FloatData m_linearFactor;
+ btVector3FloatData m_gravity;
+ btVector3FloatData m_gravity_acceleration;
+ btVector3FloatData m_invInertiaLocal;
+ btVector3FloatData m_totalForce;
+ btVector3FloatData m_totalTorque;
+ float m_inverseMass;
+ float m_linearDamping;
+ float m_angularDamping;
+ float m_additionalDampingFactor;
+ float m_additionalLinearDampingThresholdSqr;
+ float m_additionalAngularDampingThresholdSqr;
+ float m_additionalAngularDampingFactor;
+ float m_linearSleepingThreshold;
+ float m_angularSleepingThreshold;
+ int m_additionalDamping;
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btRigidBodyDoubleData
+{
+ btCollisionObjectDoubleData m_collisionObjectData;
+ btMatrix3x3DoubleData m_invInertiaTensorWorld;
+ btVector3DoubleData m_linearVelocity;
+ btVector3DoubleData m_angularVelocity;
+ btVector3DoubleData m_angularFactor;
+ btVector3DoubleData m_linearFactor;
+ btVector3DoubleData m_gravity;
+ btVector3DoubleData m_gravity_acceleration;
+ btVector3DoubleData m_invInertiaLocal;
+ btVector3DoubleData m_totalForce;
+ btVector3DoubleData m_totalTorque;
+ double m_inverseMass;
+ double m_linearDamping;
+ double m_angularDamping;
+ double m_additionalDampingFactor;
+ double m_additionalLinearDampingThresholdSqr;
+ double m_additionalAngularDampingThresholdSqr;
+ double m_additionalAngularDampingFactor;
+ double m_linearSleepingThreshold;
+ double m_angularSleepingThreshold;
+ int m_additionalDamping;
+ char m_padding[4];
+};
+
+
+
+#endif
+