added angular limits to the Generic D6 constraint. Works for small angles. Will add a check for different combinations, and use different extraction of ordering of rotation from the diff quaternion.
Improved vehicle interpolation of wheels, and added Z-up axis option for the Demo made 'getWorldTransform' const method in btMotionState added future 'deactivationCallback'(not used yet)
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@@ -301,7 +301,7 @@ void VehicleDemo::renderme()
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for (i=0;i<m_vehicle->getNumWheels();i++)
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{
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//synchronize the wheels with the (interpolated) chassis worldtransform
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m_vehicle->updateWheelTransform(i);
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m_vehicle->updateWheelTransform(i,true);
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//draw wheels (cylinders)
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m_vehicle->getWheelInfo(i).m_worldTransform.getOpenGLMatrix(m);
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GL_ShapeDrawer::drawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
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@@ -323,11 +323,14 @@ void VehicleDemo::clientMoveAndDisplay()
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if (m_dynamicsWorld)
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{
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//during idle mode, just run 1 simulation step maximum
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int maxSimSubSteps = m_idle ? 1 : 1;
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int maxSimSubSteps = m_idle ? 1 : 2;
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if (m_idle)
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dt = 1.0/420.f;
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int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
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#define VERBOSE_FEEDBACK
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#ifdef VERBOSE_FEEDBACK
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if (!numSimSteps)
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printf("Interpolated transforms\n");
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else
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@@ -341,6 +344,7 @@ void VehicleDemo::clientMoveAndDisplay()
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printf("Simulated (%i) steps\n",numSimSteps);
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}
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}
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#endif //VERBOSE_FEEDBACK
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}
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@@ -384,16 +388,20 @@ void VehicleDemo::clientMoveAndDisplay()
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void VehicleDemo::displayCallback(void)
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{
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clientMoveAndDisplay();
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return;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_dynamicsWorld->updateAabbs();
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//m_dynamicsWorld->updateAabbs();
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//draw contactpoints
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//m_physicsEnvironmentPtr->CallbackTriggers();
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renderme();
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//renderme();
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glFlush();
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@@ -416,7 +424,7 @@ void VehicleDemo::clientResetScene()
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for (int i=0;i<m_vehicle->getNumWheels();i++)
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{
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//synchronize the wheels with the (interpolated) chassis worldtransform
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m_vehicle->updateWheelTransform(i);
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m_vehicle->updateWheelTransform(i,true);
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}
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}
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