Add 1D and 2D support for Bullet: using rigidbody->angularFactor(const btVector3& factor) and body->setLinearFactor(const btVector3& linearFactor);
For example, to only allow linear motion in the X-Z plane, and only rotation around Y axis use:
body->setLinearFactor(btVector3(1,0,1));
body->setAngularFactor(btVector3(0,1,0));
Fix build issues with CodeBlocks, when generating projectfiles using CMake 2.6:
${OPENGL_glU_LIBRARY} should be ${OPENGL_glu_LIBRARY}
Fix build issue with CodeBlocks, comment out xmlfree in Extras/COLLADA_DOM/src/modules/LIBXMLPlugin/daeLIBXMLPlugin.cpp (will leak memory)
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@@ -44,7 +44,8 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
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m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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m_angularFactor = btScalar(1.);
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m_angularFactor.setValue(1,1,1);
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m_linearFactor.setValue(1,1,1);
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m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
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@@ -45,7 +45,8 @@ class btRigidBody : public btCollisionObject
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btVector3 m_linearVelocity;
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btVector3 m_angularVelocity;
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btScalar m_inverseMass;
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btScalar m_angularFactor;
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btVector3 m_angularFactor;
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btVector3 m_linearFactor;
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btVector3 m_gravity;
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btVector3 m_gravity_acceleration;
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@@ -219,6 +220,14 @@ public:
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void setMassProps(btScalar mass, const btVector3& inertia);
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const btVector3& getLinearFactor() const
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{
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return m_linearFactor;
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}
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void setLinearFactor(const btVector3& linearFactor)
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{
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m_linearFactor = linearFactor;
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}
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btScalar getInvMass() const { return m_inverseMass; }
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const btMatrix3x3& getInvInertiaTensorWorld() const {
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return m_invInertiaTensorWorld;
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@@ -230,7 +239,7 @@ public:
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void applyCentralForce(const btVector3& force)
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{
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m_totalForce += force;
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m_totalForce += force*m_linearFactor;
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}
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const btVector3& getTotalForce()
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@@ -261,23 +270,23 @@ public:
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void applyTorque(const btVector3& torque)
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{
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m_totalTorque += torque;
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m_totalTorque += torque*m_angularFactor;
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}
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void applyForce(const btVector3& force, const btVector3& rel_pos)
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{
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applyCentralForce(force);
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applyTorque(rel_pos.cross(force)*m_angularFactor);
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applyTorque(rel_pos.cross(force*m_linearFactor));
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}
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void applyCentralImpulse(const btVector3& impulse)
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{
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m_linearVelocity += impulse * m_inverseMass;
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m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
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}
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void applyTorqueImpulse(const btVector3& torque)
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{
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m_angularVelocity += m_invInertiaTensorWorld * torque;
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m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
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}
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void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
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@@ -287,7 +296,7 @@ public:
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applyCentralImpulse(impulse);
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if (m_angularFactor)
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{
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applyTorqueImpulse(rel_pos.cross(impulse)*m_angularFactor);
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applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
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}
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}
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}
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@@ -297,10 +306,10 @@ public:
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{
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if (m_inverseMass != btScalar(0.))
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{
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m_linearVelocity += linearComponent*impulseMagnitude;
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m_linearVelocity += linearComponent*m_linearFactor*impulseMagnitude;
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if (m_angularFactor)
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{
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m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor;
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m_angularVelocity += angularComponent*m_angularFactor*impulseMagnitude;
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}
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}
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}
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@@ -450,11 +459,16 @@ public:
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int m_contactSolverType;
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int m_frictionSolverType;
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void setAngularFactor(btScalar angFac)
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void setAngularFactor(const btVector3& angFac)
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{
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m_angularFactor = angFac;
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}
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btScalar getAngularFactor() const
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void setAngularFactor(btScalar angFac)
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{
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m_angularFactor.setValue(angFac,angFac,angFac);
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}
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const btVector3& getAngularFactor() const
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{
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return m_angularFactor;
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}
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