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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btSolverBody.h')
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btSolverBody.h71
1 files changed, 71 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSolverBody.h b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSolverBody.h
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+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSolverBody.h
@@ -0,0 +1,71 @@
+/*
+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 BT_SOLVER_BODY_H
+#define BT_SOLVER_BODY_H
+
+class btRigidBody;
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btMatrix3x3.h"
+
+
+
+
+ATTRIBUTE_ALIGNED16 (struct) btSolverBody
+{
+ btVector3 m_centerOfMassPosition;
+ btVector3 m_linearVelocity;
+ btVector3 m_angularVelocity;
+ btRigidBody* m_originalBody;
+ float m_invMass;
+ float m_friction;
+ float m_angularFactor;
+
+ inline void getVelocityInLocalPoint(const btVector3& rel_pos, btVector3& velocity ) const
+ {
+ velocity = m_linearVelocity + m_angularVelocity.cross(rel_pos);
+ }
+
+ //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
+ inline void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
+ {
+ m_linearVelocity += linearComponent*impulseMagnitude;
+ m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor;
+ }
+
+ void writebackVelocity()
+ {
+ if (m_invMass)
+ {
+ m_originalBody->setLinearVelocity(m_linearVelocity);
+ m_originalBody->setAngularVelocity(m_angularVelocity);
+ }
+ }
+
+ void readVelocity()
+ {
+ if (m_invMass)
+ {
+ m_linearVelocity = m_originalBody->getLinearVelocity();
+ m_angularVelocity = m_originalBody->getAngularVelocity();
+ }
+ }
+
+
+
+
+};
+
+#endif //BT_SOLVER_BODY_H