added quickstep improvements, to allow for constraints (point to point etc).
Thanks Francisco Leon/projectileman
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@@ -4,8 +4,8 @@ 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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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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@@ -20,7 +20,6 @@ subject to the following restrictions:
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class btRigidBody;
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struct OdeSolverBody;
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class btDispatcher;
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class BU_Joint;
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/// OdeConstraintSolver is one of the available solvers for Bullet dynamics framework
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@@ -31,26 +30,33 @@ private:
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int m_CurBody;
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int m_CurJoint;
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int m_CurTypedJoint;
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float m_cfm;
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float m_erp;
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int ConvertBody(btRigidBody* body,OdeSolverBody** bodies,int& numBodies);
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void ConvertConstraint(btPersistentManifold* manifold,BU_Joint** joints,int& numJoints,
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OdeSolverBody** bodies,int _bodyId0,int _bodyId1,btIDebugDraw* debugDrawer);
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void ConvertTypedConstraint(
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btTypedConstraint * constraint,BU_Joint** joints,int& numJoints,
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OdeSolverBody** bodies,int _bodyId0,int _bodyId1,btIDebugDraw* debugDrawer);
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public:
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OdeConstraintSolver();
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virtual ~OdeConstraintSolver() {}
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virtual btScalar solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* dispatcher);
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///setConstraintForceMixing, the cfm adds some positive value to the main diagonal
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///This can improve convergence (make matrix positive semidefinite), but it can make the simulation look more 'springy'
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void setConstraintForceMixing(float cfm) {
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void setConstraintForceMixing(float cfm) {
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m_cfm = cfm;
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}
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@@ -61,7 +67,9 @@ public:
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m_erp = erp;
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}
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virtual void reset();
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void reset()
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{
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}
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};
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