improvements/bugfixes related to kinematic(animated) objects, synchronizeMotionStates
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@@ -92,6 +92,11 @@ struct btCollisionObject
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return m_collisionFlags & CF_KINEMATIC_OJBECT;
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}
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inline bool isStaticOrKinematicObject() const
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{
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return m_collisionFlags & (CF_KINEMATIC_OJBECT | CF_STATIC_OBJECT);
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}
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inline bool hasContactResponse() const {
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return !(m_collisionFlags & CF_NO_CONTACT_RESPONSE);
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}
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@@ -237,6 +237,16 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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if (((colObj0) && colObj0->GetActivationState() != ISLAND_SLEEPING) ||
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((colObj1) && colObj1->GetActivationState() != ISLAND_SLEEPING))
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{
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//kinematic objects don't merge islands, but wake up all connected objects
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if (colObj0->isKinematicObject() && colObj0->GetActivationState() != ISLAND_SLEEPING)
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{
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colObj1->SetActivationState(ACTIVE_TAG);
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}
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if (colObj1->isKinematicObject() && colObj1->GetActivationState() != ISLAND_SLEEPING)
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{
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colObj0->SetActivationState(ACTIVE_TAG);
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}
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//filtering for response
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if (dispatcher->needsResponse(colObj0,colObj1))
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islandmanifold.push_back(manifold);
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@@ -145,7 +145,7 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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debugDrawObject(colObj->m_worldTransform,colObj->m_collisionShape,color);
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}
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->getMotionState())
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if (body && body->getMotionState() && !body->isStaticOrKinematicObject())
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{
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if (body->GetActivationState() != ISLAND_SLEEPING)
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{
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@@ -524,7 +524,7 @@ void btDiscreteDynamicsWorld::integrateTransforms(float timeStep)
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->IsActive() && (!body->isStaticObject()))
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if (body->IsActive() && (!body->isStaticOrKinematicObject()))
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{
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body->predictIntegratedTransform(timeStep, predictedTrans);
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body->proceedToTransform( predictedTrans);
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@@ -545,7 +545,7 @@ void btDiscreteDynamicsWorld::predictUnconstraintMotion(float timeStep)
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (!body->isStaticObject())
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if (!body->isStaticOrKinematicObject())
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{
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if (body->IsActive())
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{
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@@ -37,7 +37,6 @@ btRigidBody::btRigidBody(float mass, btMotionState* motionState, btCollisionShap
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m_angularVelocity(0.f,0.f,0.f),
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m_linearDamping(0.f),
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m_angularDamping(0.5f),
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m_kinematicTimeStep(0.f),
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m_optionalMotionState(motionState),
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m_contactSolverType(0),
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m_frictionSolverType(0)
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@@ -73,7 +72,6 @@ btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisi
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m_angularVelocity(0.f,0.f,0.f),
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m_linearDamping(0.f),
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m_angularDamping(0.5f),
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m_kinematicTimeStep(0.f),
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m_optionalMotionState(0),
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m_contactSolverType(0),
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m_frictionSolverType(0)
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@@ -109,15 +107,17 @@ void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& pred
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void btRigidBody::saveKinematicState(btScalar timeStep)
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{
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if (m_kinematicTimeStep)
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//todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
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if (timeStep != 0.f)
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{
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//if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
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if (getMotionState())
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getMotionState()->getWorldTransform(m_worldTransform);
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btVector3 linVel,angVel;
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btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,m_kinematicTimeStep,m_linearVelocity,m_angularVelocity);
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btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,timeStep,m_linearVelocity,m_angularVelocity);
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m_interpolationWorldTransform = m_worldTransform;
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//printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
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}
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m_kinematicTimeStep = timeStep;
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}
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void btRigidBody::getAabb(btVector3& aabbMin,btVector3& aabbMax) const
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@@ -154,7 +154,7 @@ void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
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void btRigidBody::applyForces(btScalar step)
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{
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if (isStaticObject() || isKinematicObject())
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if (isStaticOrKinematicObject())
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return;
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applyCentralForce(m_gravity);
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@@ -229,7 +229,7 @@ void btRigidBody::updateInertiaTensor()
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void btRigidBody::integrateVelocities(btScalar step)
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{
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if (isStaticObject() || isKinematicObject())
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if (isStaticOrKinematicObject())
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return;
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m_linearVelocity += m_totalForce * (m_inverseMass * step);
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@@ -56,7 +56,6 @@ class btRigidBody : public btCollisionObject
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btScalar m_linearDamping;
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btScalar m_angularDamping;
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btScalar m_kinematicTimeStep;
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//m_optionalMotionState allows to automatic synchronize the world transform for active objects
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btMotionState* m_optionalMotionState;
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@@ -148,7 +147,6 @@ public:
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void applyTorqueImpulse(const btVector3& torque)
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{
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if (!isStaticObject()&& !isKinematicObject())
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m_angularVelocity += m_invInertiaTensorWorld * torque;
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}
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