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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h')
-rw-r--r--extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h230
1 files changed, 209 insertions, 21 deletions
diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h
index da1fcb78611..5a7ba97ccbc 100644
--- a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h
+++ b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h
@@ -29,6 +29,20 @@ 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.
@@ -45,7 +59,6 @@ class btRigidBody : public btCollisionObject
btVector3 m_linearVelocity;
btVector3 m_angularVelocity;
btScalar m_inverseMass;
- btVector3 m_angularFactor;
btVector3 m_linearFactor;
btVector3 m_gravity;
@@ -73,6 +86,21 @@ class btRigidBody : public btCollisionObject
//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:
@@ -111,7 +139,6 @@ public:
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),
@@ -161,13 +188,13 @@ public:
///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)
+ 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)
+ if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY)
return (btRigidBody*)colObj;
return 0;
}
@@ -227,6 +254,7 @@ public:
void setLinearFactor(const btVector3& linearFactor)
{
m_linearFactor = linearFactor;
+ m_invMass = m_linearFactor*m_inverseMass;
}
btScalar getInvMass() const { return m_inverseMass; }
const btMatrix3x3& getInvInertiaTensorWorld() const {
@@ -242,12 +270,12 @@ public:
m_totalForce += force*m_linearFactor;
}
- const btVector3& getTotalForce()
+ const btVector3& getTotalForce() const
{
return m_totalForce;
};
- const btVector3& getTotalTorque()
+ const btVector3& getTotalTorque() const
{
return m_totalTorque;
};
@@ -301,19 +329,6 @@ public:
}
}
- //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,btScalar impulseMagnitude)
- {
- if (m_inverseMass != btScalar(0.))
- {
- m_linearVelocity += linearComponent*m_linearFactor*impulseMagnitude;
- if (m_angularFactor)
- {
- m_angularVelocity += angularComponent*m_angularFactor*impulseMagnitude;
- }
- }
- }
-
void clearForces()
{
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
@@ -489,12 +504,185 @@ public:
return m_constraintRefs[index];
}
- int getNumConstraintRefs()
+ int getNumConstraintRefs() const
{
return m_constraintRefs.size();
}
- int m_debugBodyId;
+ void setFlags(int flags)
+ {
+ m_rigidbodyFlags = flags;
+ }
+
+ int getFlags() const
+ {
+ return m_rigidbodyFlags;
+ }
+
+ const btVector3& getDeltaLinearVelocity() const
+ {
+ return m_deltaLinearVelocity;
+ }
+
+ const btVector3& getDeltaAngularVelocity() const
+ {
+ return m_deltaAngularVelocity;
+ }
+
+ const btVector3& getPushVelocity() const
+ {
+ return m_pushVelocity;
+ }
+
+ const btVector3& getTurnVelocity() const
+ {
+ return m_turnVelocity;
+ }
+
+
+ ////////////////////////////////////////////////
+ ///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];
};