This commit is contained in:
@@ -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
|
|
||||||
Reference in New Issue
Block a user