improvements/bugfixes related to kinematic(animated) objects, synchronizeMotionStates
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@@ -13,10 +13,10 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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//#define USER_DEFINED_FRICTION_MODEL 1
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//#define PRINT_CONTACT_STATISTICS 1
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//#define USE_KINEMATIC_GROUND 1
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//#define PRINT_CONTACT_STATISTICS 1
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//#define REGISTER_CUSTOM_COLLISION_ALGORITHM 1
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//#define USER_DEFINED_FRICTION_MODEL 1
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//following define allows to compare/replace Bullet's constraint solver with ODE quickstep
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//this define requires to either add the libquickstep library (win32, see msvc/8/libquickstep.vcproj) or manually add the files in Extras/quickstep
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@@ -134,12 +134,24 @@ void CcdPhysicsDemo::clientMoveAndDisplay()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#ifdef USE_KINEMATIC_GROUND
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//btQuaternion kinRotation(btVector3(0,0,1),0.);
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btVector3 kinTranslation(0,0,0.01);
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btVector3 kinTranslation(-0.01,0,0);
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//kinematic object
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m_dynamicsWorld->getCollisionObjectArray()[0]->m_worldTransform.getOrigin() += kinTranslation;
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btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[0];
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//is this a rigidbody with a motionstate? then use the motionstate to update positions!
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if (btRigidBody::upcast(colObj) && btRigidBody::upcast(colObj)->getMotionState())
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{
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btTransform newTrans;
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btRigidBody::upcast(colObj)->getMotionState()->getWorldTransform(newTrans);
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newTrans.getOrigin()+=kinTranslation;
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btRigidBody::upcast(colObj)->getMotionState()->setWorldTransform(newTrans);
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} else
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{
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m_dynamicsWorld->getCollisionObjectArray()[0]->m_worldTransform.getOrigin() += kinTranslation;
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}
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#endif //USE_KINEMATIC_GROUND
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float dt = m_clock.getTimeMilliseconds() * 0.001f;
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@@ -247,15 +259,17 @@ void CcdPhysicsDemo::initPhysics()
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#ifdef USER_DEFINED_FRICTION_MODEL
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btSequentialImpulseConstraintSolver* solver = (btSequentialImpulseConstraintSolver*) m_physicsEnvironmentPtr->GetConstraintSolver();
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//solver->setContactSolverFunc(ContactSolverFunc func,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
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solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
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solver->SetFrictionSolverFunc(myFrictionModel,DEFAULT_CONTACT_SOLVER_TYPE,USER_CONTACT_SOLVER_TYPE1);
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solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,USER_CONTACT_SOLVER_TYPE1);
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//m_physicsEnvironmentPtr->setNumIterations(2);
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{
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//solver->setContactSolverFunc(ContactSolverFunc func,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
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solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
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solver->SetFrictionSolverFunc(myFrictionModel,DEFAULT_CONTACT_SOLVER_TYPE,USER_CONTACT_SOLVER_TYPE1);
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solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,USER_CONTACT_SOLVER_TYPE1);
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//m_physicsEnvironmentPtr->setNumIterations(2);
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}
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#endif //USER_DEFINED_FRICTION_MODEL
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int i;
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btTransform tr;
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@@ -331,7 +345,6 @@ void CcdPhysicsDemo::initPhysics()
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{
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body->m_collisionFlags = btCollisionObject::CF_KINEMATIC_OJBECT;
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body->SetActivationState(DISABLE_DEACTIVATION);
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body->setLinearVelocity(btVector3(0,0,1));
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}
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#endif //USE_KINEMATIC_GROUND
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@@ -344,7 +357,7 @@ void CcdPhysicsDemo::initPhysics()
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#ifdef USER_DEFINED_FRICTION_MODEL
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///Advanced use: override the friction solver
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ctrl->getRigidBody()->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1;
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body->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1;
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#endif //USER_DEFINED_FRICTION_MODEL
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}
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