diff --git a/src/BulletDynamics/ConstraintSolver/btsolverbody.h b/src/BulletDynamics/ConstraintSolver/btsolverbody.h deleted file mode 100644 index 6c8ddf1ca..000000000 --- a/src/BulletDynamics/ConstraintSolver/btsolverbody.h +++ /dev/null @@ -1,80 +0,0 @@ -/* -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_unused; - - 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; - } - - 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(); - } - } - - - - inline void applyImpulse(const btVector3& impulse,const btVector3& rel_pos) - { - if (m_invMass) - { - m_linearVelocity += impulse * m_invMass; - btVector3 torqueImpulse = rel_pos.cross(impulse); -// m_angularVelocity += m_invInertiaWorld * torqueImpulse; - } - } - -}; - -#endif //BT_SOLVER_BODY_H \ No newline at end of file