One of the last parts of the refactoring (hopefully), made most members of btCollisionObject protected.
Also did some work on improving the constraint solver.
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@@ -42,7 +42,13 @@ btRigidBody::btRigidBody(float mass, btMotionState* motionState, btCollisionShap
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m_frictionSolverType(0)
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{
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motionState->getWorldTransform(m_worldTransform);
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if (motionState)
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{
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motionState->getWorldTransform(m_worldTransform);
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} else
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{
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m_worldTransform = btTransform::getIdentity();
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}
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m_interpolationWorldTransform = m_worldTransform;
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m_interpolationLinearVelocity.setValue(0,0,0);
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@@ -64,7 +70,7 @@ btRigidBody::btRigidBody(float mass, btMotionState* motionState, btCollisionShap
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}
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#ifdef OBSOLETE_MOTIONSTATE_LESS
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btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisionShape* collisionShape,const btVector3& localInertia,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
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:
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m_gravity(0.0f, 0.0f, 0.0f),
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@@ -100,30 +106,34 @@ btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisi
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}
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#endif //OBSOLETE_MOTIONSTATE_LESS
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#define EXPERIMENTAL_JITTER_REMOVAL 1
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#ifdef EXPERIMENTAL_JITTER_REMOVAL
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//Bullet 2.20b has experimental code to reduce jitter just before objects fall asleep/deactivate
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//doesn't work very well yet (value 0 only reduces performance a bit, no difference in functionality)
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float gClippedAngvelThresholdSqr = 0.f;
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float gClippedLinearThresholdSqr = 0.f;
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//Bullet 2.20b has experimental damping code to reduce jitter just before objects fall asleep/deactivate
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//doesn't work very well yet (value 0 disabled this damping)
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//note there this influences deactivation thresholds!
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float gClippedAngvelThresholdSqr = 0.01f;
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float gClippedLinearThresholdSqr = 0.01f;
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float gJitterVelocityDampingFactor = 1.0f;
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#endif //EXPERIMENTAL_JITTER_REMOVAL
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void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform)
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{
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#ifdef EXPERIMENTAL_JITTER_REMOVAL
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//clip to avoid jitter
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if (m_angularVelocity.length2() < gClippedAngvelThresholdSqr)
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if (wantsSleeping())
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{
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m_angularVelocity.setValue(0,0,0);
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printf("clipped!\n");
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//clip to avoid jitter
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// if ((m_angularVelocity.length2() < gClippedAngvelThresholdSqr) &&
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// (m_linearVelocity.length2() < gClippedLinearThresholdSqr))
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{
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m_angularVelocity *= gJitterVelocityDampingFactor;
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m_linearVelocity *= gJitterVelocityDampingFactor;
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}
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}
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if (m_linearVelocity.length2() < gClippedLinearThresholdSqr)
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{
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m_linearVelocity.setValue(0,0,0);
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printf("clipped!\n");
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}
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#endif //EXPERIMENTAL_JITTER_REMOVAL
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btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform);
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