minor tweaks to demos: enable constraint debug drawing in AllBulletDemos, default constraint debugging size set to 0.3,
set svn:eol-style native for folder files http://code.google.com/p/bullet/issues/detail?id=191
This commit is contained in:
@@ -1,43 +1,43 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
|
||||
|
||||
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.
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||||
3. This notice may not be removed or altered from any source distribution.
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||||
*/
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#ifndef CHARACTER_CONTROLLER_INTERFACE_H
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#define CHARACTER_CONTROLLER_INTERFACE_H
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#include "LinearMath/btVector3.h"
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class btCollisionShape;
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class btRigidBody;
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class btCollisionWorld;
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class btCharacterControllerInterface
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{
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public:
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btCharacterControllerInterface () {};
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virtual ~btCharacterControllerInterface () {};
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virtual void setWalkDirection(const btVector3& walkDirection) = 0;
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virtual void reset () = 0;
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virtual void warp (const btVector3& origin) = 0;
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virtual void preStep ( btCollisionWorld* collisionWorld) = 0;
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virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0;
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virtual bool canJump () const = 0;
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virtual void jump () = 0;
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virtual bool onGround () const = 0;
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};
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#endif
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/*
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||||
Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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||||
|
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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.
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||||
*/
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#ifndef CHARACTER_CONTROLLER_INTERFACE_H
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#define CHARACTER_CONTROLLER_INTERFACE_H
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#include "LinearMath/btVector3.h"
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class btCollisionShape;
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class btRigidBody;
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class btCollisionWorld;
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class btCharacterControllerInterface
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{
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public:
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btCharacterControllerInterface () {};
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virtual ~btCharacterControllerInterface () {};
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virtual void setWalkDirection(const btVector3& walkDirection) = 0;
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virtual void reset () = 0;
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virtual void warp (const btVector3& origin) = 0;
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virtual void preStep ( btCollisionWorld* collisionWorld) = 0;
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virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0;
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virtual bool canJump () const = 0;
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virtual void jump () = 0;
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virtual bool onGround () const = 0;
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};
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#endif
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@@ -1,471 +1,471 @@
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/*
|
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Bullet Continuous Collision Detection and Physics Library
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||||
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
|
||||
|
||||
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.
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||||
3. This notice may not be removed or altered from any source distribution.
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*/
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "LinearMath/btDefaultMotionState.h"
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#include "btKinematicCharacterController.h"
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static btVector3 upAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) };
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///@todo Interact with dynamic objects,
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///Ride kinematicly animated platforms properly
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///More realistic (or maybe just a config option) falling
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/// -> Should integrate falling velocity manually and use that in stepDown()
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///Support jumping
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///Support ducking
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class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
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{
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public:
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btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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{
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m_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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if (rayResult.m_collisionObject == m_me)
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return 1.0;
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* m_me;
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};
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class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
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{
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public:
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btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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{
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m_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
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{
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if (convexResult.m_hitCollisionObject == m_me)
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return 1.0;
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return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* m_me;
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};
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/*
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* Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
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*
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* from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
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*/
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btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal)
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{
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return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
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}
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/*
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* Returns the portion of 'direction' that is parallel to 'normal'
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*/
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btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal)
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{
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btScalar magnitude = direction.dot(normal);
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return normal * magnitude;
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}
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/*
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* Returns the portion of 'direction' that is perpindicular to 'normal'
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*/
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btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal)
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{
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return direction - parallelComponent(direction, normal);
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}
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btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis)
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{
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m_upAxis = upAxis;
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m_addedMargin = 0.02f;
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m_walkDirection.setValue(0,0,0);
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m_useGhostObjectSweepTest = true;
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m_ghostObject = ghostObject;
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m_stepHeight = stepHeight;
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m_turnAngle = btScalar(0.0);
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m_convexShape=convexShape;
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}
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btKinematicCharacterController::~btKinematicCharacterController ()
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{
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}
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btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
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{
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return m_ghostObject;
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}
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bool btKinematicCharacterController::recoverFromPenetration (btCollisionWorld* collisionWorld)
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{
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bool penetration = false;
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collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
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m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
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btScalar maxPen = btScalar(0.0);
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for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++)
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{
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m_manifoldArray.resize(0);
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btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
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if (collisionPair->m_algorithm)
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collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
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for (int j=0;j<m_manifoldArray.size();j++)
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{
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btPersistentManifold* manifold = m_manifoldArray[j];
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btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
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for (int p=0;p<manifold->getNumContacts();p++)
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{
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const btManifoldPoint&pt = manifold->getContactPoint(p);
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if (pt.getDistance() < 0.0)
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{
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if (pt.getDistance() < maxPen)
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{
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maxPen = pt.getDistance();
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m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
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}
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m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2);
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penetration = true;
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} else {
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//printf("touching %f\n", pt.getDistance());
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}
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}
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//manifold->clearManifold();
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}
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}
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btTransform newTrans = m_ghostObject->getWorldTransform();
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newTrans.setOrigin(m_currentPosition);
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m_ghostObject->setWorldTransform(newTrans);
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// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
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return penetration;
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}
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void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
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{
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// phase 1: up
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btTransform start, end;
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m_targetPosition = m_currentPosition + upAxisDirection[m_upAxis] * m_stepHeight;
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start.setIdentity ();
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end.setIdentity ();
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/* FIXME: Handle penetration properly */
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start.setOrigin (m_currentPosition + upAxisDirection[m_upAxis] * btScalar(0.1f));
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end.setOrigin (m_targetPosition);
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btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject);
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callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
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if (m_useGhostObjectSweepTest)
|
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{
|
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m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
|
||||
}
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else
|
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{
|
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world->convexSweepTest (m_convexShape, start, end, callback);
|
||||
}
|
||||
|
||||
if (callback.hasHit())
|
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{
|
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// we moved up only a fraction of the step height
|
||||
m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
|
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
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} else {
|
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m_currentStepOffset = m_stepHeight;
|
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m_currentPosition = m_targetPosition;
|
||||
}
|
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}
|
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|
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void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
|
||||
{
|
||||
btVector3 movementDirection = m_targetPosition - m_currentPosition;
|
||||
btScalar movementLength = movementDirection.length();
|
||||
if (movementLength>SIMD_EPSILON)
|
||||
{
|
||||
movementDirection.normalize();
|
||||
|
||||
btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
|
||||
reflectDir.normalize();
|
||||
|
||||
btVector3 parallelDir, perpindicularDir;
|
||||
|
||||
parallelDir = parallelComponent (reflectDir, hitNormal);
|
||||
perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
|
||||
|
||||
m_targetPosition = m_currentPosition;
|
||||
if (0)//tangentMag != 0.0)
|
||||
{
|
||||
btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength);
|
||||
// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]);
|
||||
m_targetPosition += parComponent;
|
||||
}
|
||||
|
||||
if (normalMag != 0.0)
|
||||
{
|
||||
btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength);
|
||||
// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
|
||||
m_targetPosition += perpComponent;
|
||||
}
|
||||
} else
|
||||
{
|
||||
// printf("movementLength don't normalize a zero vector\n");
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove)
|
||||
{
|
||||
|
||||
btVector3 originalDir = walkMove.normalized();
|
||||
if (walkMove.length() < SIMD_EPSILON)
|
||||
{
|
||||
originalDir.setValue(0.f,0.f,0.f);
|
||||
}
|
||||
// printf("originalDir=%f,%f,%f\n",originalDir[0],originalDir[1],originalDir[2]);
|
||||
// phase 2: forward and strafe
|
||||
btTransform start, end;
|
||||
m_targetPosition = m_currentPosition + walkMove;
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
btScalar fraction = 1.0;
|
||||
btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
|
||||
// printf("distance2=%f\n",distance2);
|
||||
|
||||
if (m_touchingContact)
|
||||
{
|
||||
if (originalDir.dot(m_touchingNormal) > btScalar(0.0))
|
||||
updateTargetPositionBasedOnCollision (m_touchingNormal);
|
||||
}
|
||||
|
||||
int maxIter = 10;
|
||||
|
||||
while (fraction > btScalar(0.01) && maxIter-- > 0)
|
||||
{
|
||||
start.setOrigin (m_currentPosition);
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
|
||||
btScalar margin = m_convexShape->getMargin();
|
||||
m_convexShape->setMargin(margin + m_addedMargin);
|
||||
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
} else
|
||||
{
|
||||
collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
}
|
||||
|
||||
m_convexShape->setMargin(margin);
|
||||
|
||||
|
||||
fraction -= callback.m_closestHitFraction;
|
||||
|
||||
if (callback.hasHit())
|
||||
{
|
||||
// we moved only a fraction
|
||||
btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
|
||||
if (hitDistance<0.f)
|
||||
{
|
||||
// printf("neg dist?\n");
|
||||
}
|
||||
|
||||
/* If the distance is farther than the collision margin, move */
|
||||
if (hitDistance > m_addedMargin)
|
||||
{
|
||||
// printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction);
|
||||
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
||||
}
|
||||
|
||||
updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld);
|
||||
btVector3 currentDir = m_targetPosition - m_currentPosition;
|
||||
distance2 = currentDir.length2();
|
||||
if (distance2 > SIMD_EPSILON)
|
||||
{
|
||||
currentDir.normalize();
|
||||
/* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
|
||||
if (currentDir.dot(originalDir) <= btScalar(0.0))
|
||||
{
|
||||
break;
|
||||
}
|
||||
} else
|
||||
{
|
||||
// printf("currentDir: don't normalize a zero vector\n");
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
// we moved whole way
|
||||
m_currentPosition = m_targetPosition;
|
||||
}
|
||||
|
||||
// if (callback.m_closestHitFraction == 0.f)
|
||||
// break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt)
|
||||
{
|
||||
btTransform start, end;
|
||||
|
||||
// phase 3: down
|
||||
btVector3 step_drop = upAxisDirection[m_upAxis] * m_currentStepOffset;
|
||||
btVector3 gravity_drop = upAxisDirection[m_upAxis] * m_stepHeight;
|
||||
m_targetPosition -= (step_drop + gravity_drop);
|
||||
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
start.setOrigin (m_currentPosition);
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
} else
|
||||
{
|
||||
collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
}
|
||||
|
||||
if (callback.hasHit())
|
||||
{
|
||||
// we dropped a fraction of the height -> hit floor
|
||||
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
||||
} else {
|
||||
// we dropped the full height
|
||||
|
||||
m_currentPosition = m_targetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::reset ()
|
||||
{
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::warp (const btVector3& origin)
|
||||
{
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin (origin);
|
||||
m_ghostObject->setWorldTransform (xform);
|
||||
}
|
||||
|
||||
|
||||
void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
|
||||
{
|
||||
|
||||
int numPenetrationLoops = 0;
|
||||
m_touchingContact = false;
|
||||
while (recoverFromPenetration (collisionWorld))
|
||||
{
|
||||
numPenetrationLoops++;
|
||||
m_touchingContact = true;
|
||||
if (numPenetrationLoops > 4)
|
||||
{
|
||||
// printf("character could not recover from penetration = %d\n", numPenetrationLoops);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
|
||||
m_targetPosition = m_currentPosition;
|
||||
// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt)
|
||||
{
|
||||
btTransform xform;
|
||||
xform = m_ghostObject->getWorldTransform ();
|
||||
|
||||
// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
|
||||
// printf("walkSpeed=%f\n",walkSpeed);
|
||||
|
||||
stepUp (collisionWorld);
|
||||
stepForwardAndStrafe (collisionWorld, m_walkDirection);
|
||||
stepDown (collisionWorld, dt);
|
||||
|
||||
xform.setOrigin (m_currentPosition);
|
||||
m_ghostObject->setWorldTransform (xform);
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed)
|
||||
{
|
||||
m_fallSpeed = fallSpeed;
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
|
||||
{
|
||||
m_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
|
||||
{
|
||||
m_maxJumpHeight = maxJumpHeight;
|
||||
}
|
||||
|
||||
bool btKinematicCharacterController::canJump () const
|
||||
{
|
||||
return onGround();
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::jump ()
|
||||
{
|
||||
if (!canJump())
|
||||
return;
|
||||
|
||||
#if 0
|
||||
currently no jumping.
|
||||
btTransform xform;
|
||||
m_rigidBody->getMotionState()->getWorldTransform (xform);
|
||||
btVector3 up = xform.getBasis()[1];
|
||||
up.normalize ();
|
||||
btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0);
|
||||
m_rigidBody->applyCentralImpulse (up * magnitude);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool btKinematicCharacterController::onGround () const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
|
||||
|
||||
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.
|
||||
*/
|
||||
|
||||
#include "LinearMath/btIDebugDraw.h"
|
||||
#include "BulletCollision/CollisionDispatch/btGhostObject.h"
|
||||
#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
|
||||
#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
|
||||
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
|
||||
#include "LinearMath/btDefaultMotionState.h"
|
||||
#include "btKinematicCharacterController.h"
|
||||
|
||||
static btVector3 upAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) };
|
||||
|
||||
///@todo Interact with dynamic objects,
|
||||
///Ride kinematicly animated platforms properly
|
||||
///More realistic (or maybe just a config option) falling
|
||||
/// -> Should integrate falling velocity manually and use that in stepDown()
|
||||
///Support jumping
|
||||
///Support ducking
|
||||
class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
|
||||
{
|
||||
public:
|
||||
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
|
||||
{
|
||||
m_me = me;
|
||||
}
|
||||
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
|
||||
{
|
||||
if (rayResult.m_collisionObject == m_me)
|
||||
return 1.0;
|
||||
|
||||
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
||||
}
|
||||
protected:
|
||||
btCollisionObject* m_me;
|
||||
};
|
||||
|
||||
class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
|
||||
{
|
||||
public:
|
||||
btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
|
||||
{
|
||||
m_me = me;
|
||||
}
|
||||
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
|
||||
{
|
||||
if (convexResult.m_hitCollisionObject == m_me)
|
||||
return 1.0;
|
||||
|
||||
return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
|
||||
}
|
||||
protected:
|
||||
btCollisionObject* m_me;
|
||||
};
|
||||
|
||||
/*
|
||||
* Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
|
||||
*
|
||||
* from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
|
||||
*/
|
||||
btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal)
|
||||
{
|
||||
return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
|
||||
}
|
||||
|
||||
/*
|
||||
* Returns the portion of 'direction' that is parallel to 'normal'
|
||||
*/
|
||||
btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal)
|
||||
{
|
||||
btScalar magnitude = direction.dot(normal);
|
||||
return normal * magnitude;
|
||||
}
|
||||
|
||||
/*
|
||||
* Returns the portion of 'direction' that is perpindicular to 'normal'
|
||||
*/
|
||||
btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal)
|
||||
{
|
||||
return direction - parallelComponent(direction, normal);
|
||||
}
|
||||
|
||||
btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis)
|
||||
{
|
||||
m_upAxis = upAxis;
|
||||
m_addedMargin = 0.02f;
|
||||
m_walkDirection.setValue(0,0,0);
|
||||
m_useGhostObjectSweepTest = true;
|
||||
m_ghostObject = ghostObject;
|
||||
m_stepHeight = stepHeight;
|
||||
m_turnAngle = btScalar(0.0);
|
||||
m_convexShape=convexShape;
|
||||
}
|
||||
|
||||
btKinematicCharacterController::~btKinematicCharacterController ()
|
||||
{
|
||||
}
|
||||
|
||||
btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
|
||||
{
|
||||
return m_ghostObject;
|
||||
}
|
||||
|
||||
bool btKinematicCharacterController::recoverFromPenetration (btCollisionWorld* collisionWorld)
|
||||
{
|
||||
|
||||
bool penetration = false;
|
||||
|
||||
collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
|
||||
|
||||
m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
|
||||
|
||||
btScalar maxPen = btScalar(0.0);
|
||||
for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++)
|
||||
{
|
||||
m_manifoldArray.resize(0);
|
||||
|
||||
btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
|
||||
|
||||
if (collisionPair->m_algorithm)
|
||||
collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
|
||||
|
||||
|
||||
for (int j=0;j<m_manifoldArray.size();j++)
|
||||
{
|
||||
btPersistentManifold* manifold = m_manifoldArray[j];
|
||||
btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
|
||||
for (int p=0;p<manifold->getNumContacts();p++)
|
||||
{
|
||||
const btManifoldPoint&pt = manifold->getContactPoint(p);
|
||||
|
||||
if (pt.getDistance() < 0.0)
|
||||
{
|
||||
if (pt.getDistance() < maxPen)
|
||||
{
|
||||
maxPen = pt.getDistance();
|
||||
m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
|
||||
|
||||
}
|
||||
m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2);
|
||||
penetration = true;
|
||||
} else {
|
||||
//printf("touching %f\n", pt.getDistance());
|
||||
}
|
||||
}
|
||||
|
||||
//manifold->clearManifold();
|
||||
}
|
||||
}
|
||||
btTransform newTrans = m_ghostObject->getWorldTransform();
|
||||
newTrans.setOrigin(m_currentPosition);
|
||||
m_ghostObject->setWorldTransform(newTrans);
|
||||
// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
|
||||
return penetration;
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
|
||||
{
|
||||
// phase 1: up
|
||||
btTransform start, end;
|
||||
m_targetPosition = m_currentPosition + upAxisDirection[m_upAxis] * m_stepHeight;
|
||||
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
/* FIXME: Handle penetration properly */
|
||||
start.setOrigin (m_currentPosition + upAxisDirection[m_upAxis] * btScalar(0.1f));
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
|
||||
}
|
||||
else
|
||||
{
|
||||
world->convexSweepTest (m_convexShape, start, end, callback);
|
||||
}
|
||||
|
||||
if (callback.hasHit())
|
||||
{
|
||||
// we moved up only a fraction of the step height
|
||||
m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
|
||||
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
||||
} else {
|
||||
m_currentStepOffset = m_stepHeight;
|
||||
m_currentPosition = m_targetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
|
||||
{
|
||||
btVector3 movementDirection = m_targetPosition - m_currentPosition;
|
||||
btScalar movementLength = movementDirection.length();
|
||||
if (movementLength>SIMD_EPSILON)
|
||||
{
|
||||
movementDirection.normalize();
|
||||
|
||||
btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
|
||||
reflectDir.normalize();
|
||||
|
||||
btVector3 parallelDir, perpindicularDir;
|
||||
|
||||
parallelDir = parallelComponent (reflectDir, hitNormal);
|
||||
perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
|
||||
|
||||
m_targetPosition = m_currentPosition;
|
||||
if (0)//tangentMag != 0.0)
|
||||
{
|
||||
btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength);
|
||||
// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]);
|
||||
m_targetPosition += parComponent;
|
||||
}
|
||||
|
||||
if (normalMag != 0.0)
|
||||
{
|
||||
btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength);
|
||||
// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
|
||||
m_targetPosition += perpComponent;
|
||||
}
|
||||
} else
|
||||
{
|
||||
// printf("movementLength don't normalize a zero vector\n");
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove)
|
||||
{
|
||||
|
||||
btVector3 originalDir = walkMove.normalized();
|
||||
if (walkMove.length() < SIMD_EPSILON)
|
||||
{
|
||||
originalDir.setValue(0.f,0.f,0.f);
|
||||
}
|
||||
// printf("originalDir=%f,%f,%f\n",originalDir[0],originalDir[1],originalDir[2]);
|
||||
// phase 2: forward and strafe
|
||||
btTransform start, end;
|
||||
m_targetPosition = m_currentPosition + walkMove;
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
btScalar fraction = 1.0;
|
||||
btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
|
||||
// printf("distance2=%f\n",distance2);
|
||||
|
||||
if (m_touchingContact)
|
||||
{
|
||||
if (originalDir.dot(m_touchingNormal) > btScalar(0.0))
|
||||
updateTargetPositionBasedOnCollision (m_touchingNormal);
|
||||
}
|
||||
|
||||
int maxIter = 10;
|
||||
|
||||
while (fraction > btScalar(0.01) && maxIter-- > 0)
|
||||
{
|
||||
start.setOrigin (m_currentPosition);
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
|
||||
btScalar margin = m_convexShape->getMargin();
|
||||
m_convexShape->setMargin(margin + m_addedMargin);
|
||||
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
} else
|
||||
{
|
||||
collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
}
|
||||
|
||||
m_convexShape->setMargin(margin);
|
||||
|
||||
|
||||
fraction -= callback.m_closestHitFraction;
|
||||
|
||||
if (callback.hasHit())
|
||||
{
|
||||
// we moved only a fraction
|
||||
btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
|
||||
if (hitDistance<0.f)
|
||||
{
|
||||
// printf("neg dist?\n");
|
||||
}
|
||||
|
||||
/* If the distance is farther than the collision margin, move */
|
||||
if (hitDistance > m_addedMargin)
|
||||
{
|
||||
// printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction);
|
||||
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
||||
}
|
||||
|
||||
updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld);
|
||||
btVector3 currentDir = m_targetPosition - m_currentPosition;
|
||||
distance2 = currentDir.length2();
|
||||
if (distance2 > SIMD_EPSILON)
|
||||
{
|
||||
currentDir.normalize();
|
||||
/* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
|
||||
if (currentDir.dot(originalDir) <= btScalar(0.0))
|
||||
{
|
||||
break;
|
||||
}
|
||||
} else
|
||||
{
|
||||
// printf("currentDir: don't normalize a zero vector\n");
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
// we moved whole way
|
||||
m_currentPosition = m_targetPosition;
|
||||
}
|
||||
|
||||
// if (callback.m_closestHitFraction == 0.f)
|
||||
// break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt)
|
||||
{
|
||||
btTransform start, end;
|
||||
|
||||
// phase 3: down
|
||||
btVector3 step_drop = upAxisDirection[m_upAxis] * m_currentStepOffset;
|
||||
btVector3 gravity_drop = upAxisDirection[m_upAxis] * m_stepHeight;
|
||||
m_targetPosition -= (step_drop + gravity_drop);
|
||||
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
start.setOrigin (m_currentPosition);
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
} else
|
||||
{
|
||||
collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
}
|
||||
|
||||
if (callback.hasHit())
|
||||
{
|
||||
// we dropped a fraction of the height -> hit floor
|
||||
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
||||
} else {
|
||||
// we dropped the full height
|
||||
|
||||
m_currentPosition = m_targetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::reset ()
|
||||
{
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::warp (const btVector3& origin)
|
||||
{
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin (origin);
|
||||
m_ghostObject->setWorldTransform (xform);
|
||||
}
|
||||
|
||||
|
||||
void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
|
||||
{
|
||||
|
||||
int numPenetrationLoops = 0;
|
||||
m_touchingContact = false;
|
||||
while (recoverFromPenetration (collisionWorld))
|
||||
{
|
||||
numPenetrationLoops++;
|
||||
m_touchingContact = true;
|
||||
if (numPenetrationLoops > 4)
|
||||
{
|
||||
// printf("character could not recover from penetration = %d\n", numPenetrationLoops);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
|
||||
m_targetPosition = m_currentPosition;
|
||||
// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt)
|
||||
{
|
||||
btTransform xform;
|
||||
xform = m_ghostObject->getWorldTransform ();
|
||||
|
||||
// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
|
||||
// printf("walkSpeed=%f\n",walkSpeed);
|
||||
|
||||
stepUp (collisionWorld);
|
||||
stepForwardAndStrafe (collisionWorld, m_walkDirection);
|
||||
stepDown (collisionWorld, dt);
|
||||
|
||||
xform.setOrigin (m_currentPosition);
|
||||
m_ghostObject->setWorldTransform (xform);
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed)
|
||||
{
|
||||
m_fallSpeed = fallSpeed;
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
|
||||
{
|
||||
m_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
|
||||
{
|
||||
m_maxJumpHeight = maxJumpHeight;
|
||||
}
|
||||
|
||||
bool btKinematicCharacterController::canJump () const
|
||||
{
|
||||
return onGround();
|
||||
}
|
||||
|
||||
void btKinematicCharacterController::jump ()
|
||||
{
|
||||
if (!canJump())
|
||||
return;
|
||||
|
||||
#if 0
|
||||
currently no jumping.
|
||||
btTransform xform;
|
||||
m_rigidBody->getMotionState()->getWorldTransform (xform);
|
||||
btVector3 up = xform.getBasis()[1];
|
||||
up.normalize ();
|
||||
btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0);
|
||||
m_rigidBody->applyCentralImpulse (up * magnitude);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool btKinematicCharacterController::onGround () const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,116 +1,116 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
|
||||
|
||||
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 KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
#define KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
|
||||
#include "btCharacterControllerInterface.h"
|
||||
|
||||
class btCollisionShape;
|
||||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
class btCollisionDispatcher;
|
||||
class btPairCachingGhostObject;
|
||||
|
||||
///btKinematicCharacterController is an object that supports a sliding motion in a world.
|
||||
///It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations.
|
||||
///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
|
||||
class btKinematicCharacterController : public btCharacterControllerInterface
|
||||
{
|
||||
protected:
|
||||
btScalar m_halfHeight;
|
||||
|
||||
btPairCachingGhostObject* m_ghostObject;
|
||||
btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
|
||||
|
||||
btScalar m_fallSpeed;
|
||||
btScalar m_jumpSpeed;
|
||||
btScalar m_maxJumpHeight;
|
||||
|
||||
btScalar m_turnAngle;
|
||||
|
||||
btScalar m_stepHeight;
|
||||
|
||||
btScalar m_addedMargin;//@todo: remove this and fix the code
|
||||
|
||||
///this is the desired walk direction, set by the user
|
||||
btVector3 m_walkDirection;
|
||||
|
||||
//some internal variables
|
||||
btVector3 m_currentPosition;
|
||||
btScalar m_currentStepOffset;
|
||||
btVector3 m_targetPosition;
|
||||
|
||||
///keep track of the contact manifolds
|
||||
btManifoldArray m_manifoldArray;
|
||||
|
||||
bool m_touchingContact;
|
||||
btVector3 m_touchingNormal;
|
||||
|
||||
bool m_useGhostObjectSweepTest;
|
||||
|
||||
int m_upAxis;
|
||||
|
||||
btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
|
||||
btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
|
||||
btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal);
|
||||
|
||||
bool recoverFromPenetration (btCollisionWorld* collisionWorld);
|
||||
void stepUp (btCollisionWorld* collisionWorld);
|
||||
void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
|
||||
void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove);
|
||||
void stepDown (btCollisionWorld* collisionWorld, btScalar dt);
|
||||
public:
|
||||
btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1);
|
||||
~btKinematicCharacterController ();
|
||||
|
||||
void setUpAxis (int axis)
|
||||
{
|
||||
if (axis < 0)
|
||||
axis = 0;
|
||||
if (axis > 2)
|
||||
axis = 2;
|
||||
m_upAxis = axis;
|
||||
}
|
||||
|
||||
virtual void setWalkDirection(const btVector3& walkDirection)
|
||||
{
|
||||
m_walkDirection = walkDirection;
|
||||
}
|
||||
|
||||
void reset ();
|
||||
void warp (const btVector3& origin);
|
||||
|
||||
void preStep ( btCollisionWorld* collisionWorld);
|
||||
void playerStep (btCollisionWorld* collisionWorld, btScalar dt);
|
||||
|
||||
void setFallSpeed (btScalar fallSpeed);
|
||||
void setJumpSpeed (btScalar jumpSpeed);
|
||||
void setMaxJumpHeight (btScalar maxJumpHeight);
|
||||
bool canJump () const;
|
||||
void jump ();
|
||||
|
||||
btPairCachingGhostObject* getGhostObject();
|
||||
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
|
||||
{
|
||||
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
|
||||
}
|
||||
|
||||
bool onGround () const;
|
||||
};
|
||||
|
||||
#endif // KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
|
||||
|
||||
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 KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
#define KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
|
||||
#include "btCharacterControllerInterface.h"
|
||||
|
||||
class btCollisionShape;
|
||||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
class btCollisionDispatcher;
|
||||
class btPairCachingGhostObject;
|
||||
|
||||
///btKinematicCharacterController is an object that supports a sliding motion in a world.
|
||||
///It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations.
|
||||
///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
|
||||
class btKinematicCharacterController : public btCharacterControllerInterface
|
||||
{
|
||||
protected:
|
||||
btScalar m_halfHeight;
|
||||
|
||||
btPairCachingGhostObject* m_ghostObject;
|
||||
btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
|
||||
|
||||
btScalar m_fallSpeed;
|
||||
btScalar m_jumpSpeed;
|
||||
btScalar m_maxJumpHeight;
|
||||
|
||||
btScalar m_turnAngle;
|
||||
|
||||
btScalar m_stepHeight;
|
||||
|
||||
btScalar m_addedMargin;//@todo: remove this and fix the code
|
||||
|
||||
///this is the desired walk direction, set by the user
|
||||
btVector3 m_walkDirection;
|
||||
|
||||
//some internal variables
|
||||
btVector3 m_currentPosition;
|
||||
btScalar m_currentStepOffset;
|
||||
btVector3 m_targetPosition;
|
||||
|
||||
///keep track of the contact manifolds
|
||||
btManifoldArray m_manifoldArray;
|
||||
|
||||
bool m_touchingContact;
|
||||
btVector3 m_touchingNormal;
|
||||
|
||||
bool m_useGhostObjectSweepTest;
|
||||
|
||||
int m_upAxis;
|
||||
|
||||
btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
|
||||
btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
|
||||
btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal);
|
||||
|
||||
bool recoverFromPenetration (btCollisionWorld* collisionWorld);
|
||||
void stepUp (btCollisionWorld* collisionWorld);
|
||||
void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
|
||||
void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove);
|
||||
void stepDown (btCollisionWorld* collisionWorld, btScalar dt);
|
||||
public:
|
||||
btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1);
|
||||
~btKinematicCharacterController ();
|
||||
|
||||
void setUpAxis (int axis)
|
||||
{
|
||||
if (axis < 0)
|
||||
axis = 0;
|
||||
if (axis > 2)
|
||||
axis = 2;
|
||||
m_upAxis = axis;
|
||||
}
|
||||
|
||||
virtual void setWalkDirection(const btVector3& walkDirection)
|
||||
{
|
||||
m_walkDirection = walkDirection;
|
||||
}
|
||||
|
||||
void reset ();
|
||||
void warp (const btVector3& origin);
|
||||
|
||||
void preStep ( btCollisionWorld* collisionWorld);
|
||||
void playerStep (btCollisionWorld* collisionWorld, btScalar dt);
|
||||
|
||||
void setFallSpeed (btScalar fallSpeed);
|
||||
void setJumpSpeed (btScalar jumpSpeed);
|
||||
void setMaxJumpHeight (btScalar maxJumpHeight);
|
||||
bool canJump () const;
|
||||
void jump ();
|
||||
|
||||
btPairCachingGhostObject* getGhostObject();
|
||||
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
|
||||
{
|
||||
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
|
||||
}
|
||||
|
||||
bool onGround () const;
|
||||
};
|
||||
|
||||
#endif // KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,229 +1,229 @@
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
/*
|
||||
Added by Roman Ponomarev (rponom@gmail.com)
|
||||
April 04, 2008
|
||||
|
||||
TODO:
|
||||
- add clamping od accumulated impulse to improve stability
|
||||
- add conversion for ODE constraint solver
|
||||
*/
|
||||
|
||||
#ifndef SLIDER_CONSTRAINT_H
|
||||
#define SLIDER_CONSTRAINT_H
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
#include "btJacobianEntry.h"
|
||||
#include "btTypedConstraint.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class btRigidBody;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define SLIDER_CONSTRAINT_DEF_SOFTNESS (btScalar(1.0))
|
||||
#define SLIDER_CONSTRAINT_DEF_DAMPING (btScalar(1.0))
|
||||
#define SLIDER_CONSTRAINT_DEF_RESTITUTION (btScalar(0.7))
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class btSliderConstraint : public btTypedConstraint
|
||||
{
|
||||
protected:
|
||||
///for backwards compatibility during the transition to 'getInfo/getInfo2'
|
||||
bool m_useSolveConstraintObsolete;
|
||||
btTransform m_frameInA;
|
||||
btTransform m_frameInB;
|
||||
// use frameA fo define limits, if true
|
||||
bool m_useLinearReferenceFrameA;
|
||||
// linear limits
|
||||
btScalar m_lowerLinLimit;
|
||||
btScalar m_upperLinLimit;
|
||||
// angular limits
|
||||
btScalar m_lowerAngLimit;
|
||||
btScalar m_upperAngLimit;
|
||||
// softness, restitution and damping for different cases
|
||||
// DirLin - moving inside linear limits
|
||||
// LimLin - hitting linear limit
|
||||
// DirAng - moving inside angular limits
|
||||
// LimAng - hitting angular limit
|
||||
// OrthoLin, OrthoAng - against constraint axis
|
||||
btScalar m_softnessDirLin;
|
||||
btScalar m_restitutionDirLin;
|
||||
btScalar m_dampingDirLin;
|
||||
btScalar m_softnessDirAng;
|
||||
btScalar m_restitutionDirAng;
|
||||
btScalar m_dampingDirAng;
|
||||
btScalar m_softnessLimLin;
|
||||
btScalar m_restitutionLimLin;
|
||||
btScalar m_dampingLimLin;
|
||||
btScalar m_softnessLimAng;
|
||||
btScalar m_restitutionLimAng;
|
||||
btScalar m_dampingLimAng;
|
||||
btScalar m_softnessOrthoLin;
|
||||
btScalar m_restitutionOrthoLin;
|
||||
btScalar m_dampingOrthoLin;
|
||||
btScalar m_softnessOrthoAng;
|
||||
btScalar m_restitutionOrthoAng;
|
||||
btScalar m_dampingOrthoAng;
|
||||
|
||||
// for interlal use
|
||||
bool m_solveLinLim;
|
||||
bool m_solveAngLim;
|
||||
|
||||
btJacobianEntry m_jacLin[3];
|
||||
btScalar m_jacLinDiagABInv[3];
|
||||
|
||||
btJacobianEntry m_jacAng[3];
|
||||
|
||||
btScalar m_timeStep;
|
||||
btTransform m_calculatedTransformA;
|
||||
btTransform m_calculatedTransformB;
|
||||
|
||||
btVector3 m_sliderAxis;
|
||||
btVector3 m_realPivotAInW;
|
||||
btVector3 m_realPivotBInW;
|
||||
btVector3 m_projPivotInW;
|
||||
btVector3 m_delta;
|
||||
btVector3 m_depth;
|
||||
btVector3 m_relPosA;
|
||||
btVector3 m_relPosB;
|
||||
|
||||
btScalar m_linPos;
|
||||
btScalar m_angPos;
|
||||
|
||||
btScalar m_angDepth;
|
||||
btScalar m_kAngle;
|
||||
|
||||
bool m_poweredLinMotor;
|
||||
btScalar m_targetLinMotorVelocity;
|
||||
btScalar m_maxLinMotorForce;
|
||||
btScalar m_accumulatedLinMotorImpulse;
|
||||
|
||||
bool m_poweredAngMotor;
|
||||
btScalar m_targetAngMotorVelocity;
|
||||
btScalar m_maxAngMotorForce;
|
||||
btScalar m_accumulatedAngMotorImpulse;
|
||||
|
||||
//------------------------
|
||||
void initParams();
|
||||
public:
|
||||
// constructors
|
||||
btSliderConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
|
||||
btSliderConstraint();
|
||||
// overrides
|
||||
virtual void buildJacobian();
|
||||
virtual void getInfo1 (btConstraintInfo1* info);
|
||||
|
||||
virtual void getInfo2 (btConstraintInfo2* info);
|
||||
|
||||
virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep);
|
||||
|
||||
|
||||
// access
|
||||
const btRigidBody& getRigidBodyA() const { return m_rbA; }
|
||||
const btRigidBody& getRigidBodyB() const { return m_rbB; }
|
||||
const btTransform & getCalculatedTransformA() const { return m_calculatedTransformA; }
|
||||
const btTransform & getCalculatedTransformB() const { return m_calculatedTransformB; }
|
||||
const btTransform & getFrameOffsetA() const { return m_frameInA; }
|
||||
const btTransform & getFrameOffsetB() const { return m_frameInB; }
|
||||
btTransform & getFrameOffsetA() { return m_frameInA; }
|
||||
btTransform & getFrameOffsetB() { return m_frameInB; }
|
||||
btScalar getLowerLinLimit() { return m_lowerLinLimit; }
|
||||
void setLowerLinLimit(btScalar lowerLimit) { m_lowerLinLimit = lowerLimit; }
|
||||
btScalar getUpperLinLimit() { return m_upperLinLimit; }
|
||||
void setUpperLinLimit(btScalar upperLimit) { m_upperLinLimit = upperLimit; }
|
||||
btScalar getLowerAngLimit() { return m_lowerAngLimit; }
|
||||
void setLowerAngLimit(btScalar lowerLimit) { m_lowerAngLimit = lowerLimit; }
|
||||
btScalar getUpperAngLimit() { return m_upperAngLimit; }
|
||||
void setUpperAngLimit(btScalar upperLimit) { m_upperAngLimit = upperLimit; }
|
||||
bool getUseLinearReferenceFrameA() { return m_useLinearReferenceFrameA; }
|
||||
btScalar getSoftnessDirLin() { return m_softnessDirLin; }
|
||||
btScalar getRestitutionDirLin() { return m_restitutionDirLin; }
|
||||
btScalar getDampingDirLin() { return m_dampingDirLin ; }
|
||||
btScalar getSoftnessDirAng() { return m_softnessDirAng; }
|
||||
btScalar getRestitutionDirAng() { return m_restitutionDirAng; }
|
||||
btScalar getDampingDirAng() { return m_dampingDirAng; }
|
||||
btScalar getSoftnessLimLin() { return m_softnessLimLin; }
|
||||
btScalar getRestitutionLimLin() { return m_restitutionLimLin; }
|
||||
btScalar getDampingLimLin() { return m_dampingLimLin; }
|
||||
btScalar getSoftnessLimAng() { return m_softnessLimAng; }
|
||||
btScalar getRestitutionLimAng() { return m_restitutionLimAng; }
|
||||
btScalar getDampingLimAng() { return m_dampingLimAng; }
|
||||
btScalar getSoftnessOrthoLin() { return m_softnessOrthoLin; }
|
||||
btScalar getRestitutionOrthoLin() { return m_restitutionOrthoLin; }
|
||||
btScalar getDampingOrthoLin() { return m_dampingOrthoLin; }
|
||||
btScalar getSoftnessOrthoAng() { return m_softnessOrthoAng; }
|
||||
btScalar getRestitutionOrthoAng() { return m_restitutionOrthoAng; }
|
||||
btScalar getDampingOrthoAng() { return m_dampingOrthoAng; }
|
||||
void setSoftnessDirLin(btScalar softnessDirLin) { m_softnessDirLin = softnessDirLin; }
|
||||
void setRestitutionDirLin(btScalar restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; }
|
||||
void setDampingDirLin(btScalar dampingDirLin) { m_dampingDirLin = dampingDirLin; }
|
||||
void setSoftnessDirAng(btScalar softnessDirAng) { m_softnessDirAng = softnessDirAng; }
|
||||
void setRestitutionDirAng(btScalar restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; }
|
||||
void setDampingDirAng(btScalar dampingDirAng) { m_dampingDirAng = dampingDirAng; }
|
||||
void setSoftnessLimLin(btScalar softnessLimLin) { m_softnessLimLin = softnessLimLin; }
|
||||
void setRestitutionLimLin(btScalar restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; }
|
||||
void setDampingLimLin(btScalar dampingLimLin) { m_dampingLimLin = dampingLimLin; }
|
||||
void setSoftnessLimAng(btScalar softnessLimAng) { m_softnessLimAng = softnessLimAng; }
|
||||
void setRestitutionLimAng(btScalar restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; }
|
||||
void setDampingLimAng(btScalar dampingLimAng) { m_dampingLimAng = dampingLimAng; }
|
||||
void setSoftnessOrthoLin(btScalar softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; }
|
||||
void setRestitutionOrthoLin(btScalar restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; }
|
||||
void setDampingOrthoLin(btScalar dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; }
|
||||
void setSoftnessOrthoAng(btScalar softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; }
|
||||
void setRestitutionOrthoAng(btScalar restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; }
|
||||
void setDampingOrthoAng(btScalar dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; }
|
||||
void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; }
|
||||
bool getPoweredLinMotor() { return m_poweredLinMotor; }
|
||||
void setTargetLinMotorVelocity(btScalar targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; }
|
||||
btScalar getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; }
|
||||
void setMaxLinMotorForce(btScalar maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; }
|
||||
btScalar getMaxLinMotorForce() { return m_maxLinMotorForce; }
|
||||
void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; }
|
||||
bool getPoweredAngMotor() { return m_poweredAngMotor; }
|
||||
void setTargetAngMotorVelocity(btScalar targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; }
|
||||
btScalar getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; }
|
||||
void setMaxAngMotorForce(btScalar maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; }
|
||||
btScalar getMaxAngMotorForce() { return m_maxAngMotorForce; }
|
||||
btScalar getLinearPos() { return m_linPos; }
|
||||
|
||||
|
||||
// access for ODE solver
|
||||
bool getSolveLinLimit() { return m_solveLinLim; }
|
||||
btScalar getLinDepth() { return m_depth[0]; }
|
||||
bool getSolveAngLimit() { return m_solveAngLim; }
|
||||
btScalar getAngDepth() { return m_angDepth; }
|
||||
// internal
|
||||
void buildJacobianInt(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB);
|
||||
void solveConstraintInt(btRigidBody& rbA, btSolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB);
|
||||
// shared code used by ODE solver
|
||||
void calculateTransforms(void);
|
||||
void testLinLimits(void);
|
||||
void testLinLimits2(btConstraintInfo2* info);
|
||||
void testAngLimits(void);
|
||||
// access for PE Solver
|
||||
btVector3 getAncorInA(void);
|
||||
btVector3 getAncorInB(void);
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif //SLIDER_CONSTRAINT_H
|
||||
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
/*
|
||||
Added by Roman Ponomarev (rponom@gmail.com)
|
||||
April 04, 2008
|
||||
|
||||
TODO:
|
||||
- add clamping od accumulated impulse to improve stability
|
||||
- add conversion for ODE constraint solver
|
||||
*/
|
||||
|
||||
#ifndef SLIDER_CONSTRAINT_H
|
||||
#define SLIDER_CONSTRAINT_H
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
#include "btJacobianEntry.h"
|
||||
#include "btTypedConstraint.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class btRigidBody;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define SLIDER_CONSTRAINT_DEF_SOFTNESS (btScalar(1.0))
|
||||
#define SLIDER_CONSTRAINT_DEF_DAMPING (btScalar(1.0))
|
||||
#define SLIDER_CONSTRAINT_DEF_RESTITUTION (btScalar(0.7))
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class btSliderConstraint : public btTypedConstraint
|
||||
{
|
||||
protected:
|
||||
///for backwards compatibility during the transition to 'getInfo/getInfo2'
|
||||
bool m_useSolveConstraintObsolete;
|
||||
btTransform m_frameInA;
|
||||
btTransform m_frameInB;
|
||||
// use frameA fo define limits, if true
|
||||
bool m_useLinearReferenceFrameA;
|
||||
// linear limits
|
||||
btScalar m_lowerLinLimit;
|
||||
btScalar m_upperLinLimit;
|
||||
// angular limits
|
||||
btScalar m_lowerAngLimit;
|
||||
btScalar m_upperAngLimit;
|
||||
// softness, restitution and damping for different cases
|
||||
// DirLin - moving inside linear limits
|
||||
// LimLin - hitting linear limit
|
||||
// DirAng - moving inside angular limits
|
||||
// LimAng - hitting angular limit
|
||||
// OrthoLin, OrthoAng - against constraint axis
|
||||
btScalar m_softnessDirLin;
|
||||
btScalar m_restitutionDirLin;
|
||||
btScalar m_dampingDirLin;
|
||||
btScalar m_softnessDirAng;
|
||||
btScalar m_restitutionDirAng;
|
||||
btScalar m_dampingDirAng;
|
||||
btScalar m_softnessLimLin;
|
||||
btScalar m_restitutionLimLin;
|
||||
btScalar m_dampingLimLin;
|
||||
btScalar m_softnessLimAng;
|
||||
btScalar m_restitutionLimAng;
|
||||
btScalar m_dampingLimAng;
|
||||
btScalar m_softnessOrthoLin;
|
||||
btScalar m_restitutionOrthoLin;
|
||||
btScalar m_dampingOrthoLin;
|
||||
btScalar m_softnessOrthoAng;
|
||||
btScalar m_restitutionOrthoAng;
|
||||
btScalar m_dampingOrthoAng;
|
||||
|
||||
// for interlal use
|
||||
bool m_solveLinLim;
|
||||
bool m_solveAngLim;
|
||||
|
||||
btJacobianEntry m_jacLin[3];
|
||||
btScalar m_jacLinDiagABInv[3];
|
||||
|
||||
btJacobianEntry m_jacAng[3];
|
||||
|
||||
btScalar m_timeStep;
|
||||
btTransform m_calculatedTransformA;
|
||||
btTransform m_calculatedTransformB;
|
||||
|
||||
btVector3 m_sliderAxis;
|
||||
btVector3 m_realPivotAInW;
|
||||
btVector3 m_realPivotBInW;
|
||||
btVector3 m_projPivotInW;
|
||||
btVector3 m_delta;
|
||||
btVector3 m_depth;
|
||||
btVector3 m_relPosA;
|
||||
btVector3 m_relPosB;
|
||||
|
||||
btScalar m_linPos;
|
||||
btScalar m_angPos;
|
||||
|
||||
btScalar m_angDepth;
|
||||
btScalar m_kAngle;
|
||||
|
||||
bool m_poweredLinMotor;
|
||||
btScalar m_targetLinMotorVelocity;
|
||||
btScalar m_maxLinMotorForce;
|
||||
btScalar m_accumulatedLinMotorImpulse;
|
||||
|
||||
bool m_poweredAngMotor;
|
||||
btScalar m_targetAngMotorVelocity;
|
||||
btScalar m_maxAngMotorForce;
|
||||
btScalar m_accumulatedAngMotorImpulse;
|
||||
|
||||
//------------------------
|
||||
void initParams();
|
||||
public:
|
||||
// constructors
|
||||
btSliderConstraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB ,bool useLinearReferenceFrameA);
|
||||
btSliderConstraint();
|
||||
// overrides
|
||||
virtual void buildJacobian();
|
||||
virtual void getInfo1 (btConstraintInfo1* info);
|
||||
|
||||
virtual void getInfo2 (btConstraintInfo2* info);
|
||||
|
||||
virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep);
|
||||
|
||||
|
||||
// access
|
||||
const btRigidBody& getRigidBodyA() const { return m_rbA; }
|
||||
const btRigidBody& getRigidBodyB() const { return m_rbB; }
|
||||
const btTransform & getCalculatedTransformA() const { return m_calculatedTransformA; }
|
||||
const btTransform & getCalculatedTransformB() const { return m_calculatedTransformB; }
|
||||
const btTransform & getFrameOffsetA() const { return m_frameInA; }
|
||||
const btTransform & getFrameOffsetB() const { return m_frameInB; }
|
||||
btTransform & getFrameOffsetA() { return m_frameInA; }
|
||||
btTransform & getFrameOffsetB() { return m_frameInB; }
|
||||
btScalar getLowerLinLimit() { return m_lowerLinLimit; }
|
||||
void setLowerLinLimit(btScalar lowerLimit) { m_lowerLinLimit = lowerLimit; }
|
||||
btScalar getUpperLinLimit() { return m_upperLinLimit; }
|
||||
void setUpperLinLimit(btScalar upperLimit) { m_upperLinLimit = upperLimit; }
|
||||
btScalar getLowerAngLimit() { return m_lowerAngLimit; }
|
||||
void setLowerAngLimit(btScalar lowerLimit) { m_lowerAngLimit = lowerLimit; }
|
||||
btScalar getUpperAngLimit() { return m_upperAngLimit; }
|
||||
void setUpperAngLimit(btScalar upperLimit) { m_upperAngLimit = upperLimit; }
|
||||
bool getUseLinearReferenceFrameA() { return m_useLinearReferenceFrameA; }
|
||||
btScalar getSoftnessDirLin() { return m_softnessDirLin; }
|
||||
btScalar getRestitutionDirLin() { return m_restitutionDirLin; }
|
||||
btScalar getDampingDirLin() { return m_dampingDirLin ; }
|
||||
btScalar getSoftnessDirAng() { return m_softnessDirAng; }
|
||||
btScalar getRestitutionDirAng() { return m_restitutionDirAng; }
|
||||
btScalar getDampingDirAng() { return m_dampingDirAng; }
|
||||
btScalar getSoftnessLimLin() { return m_softnessLimLin; }
|
||||
btScalar getRestitutionLimLin() { return m_restitutionLimLin; }
|
||||
btScalar getDampingLimLin() { return m_dampingLimLin; }
|
||||
btScalar getSoftnessLimAng() { return m_softnessLimAng; }
|
||||
btScalar getRestitutionLimAng() { return m_restitutionLimAng; }
|
||||
btScalar getDampingLimAng() { return m_dampingLimAng; }
|
||||
btScalar getSoftnessOrthoLin() { return m_softnessOrthoLin; }
|
||||
btScalar getRestitutionOrthoLin() { return m_restitutionOrthoLin; }
|
||||
btScalar getDampingOrthoLin() { return m_dampingOrthoLin; }
|
||||
btScalar getSoftnessOrthoAng() { return m_softnessOrthoAng; }
|
||||
btScalar getRestitutionOrthoAng() { return m_restitutionOrthoAng; }
|
||||
btScalar getDampingOrthoAng() { return m_dampingOrthoAng; }
|
||||
void setSoftnessDirLin(btScalar softnessDirLin) { m_softnessDirLin = softnessDirLin; }
|
||||
void setRestitutionDirLin(btScalar restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; }
|
||||
void setDampingDirLin(btScalar dampingDirLin) { m_dampingDirLin = dampingDirLin; }
|
||||
void setSoftnessDirAng(btScalar softnessDirAng) { m_softnessDirAng = softnessDirAng; }
|
||||
void setRestitutionDirAng(btScalar restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; }
|
||||
void setDampingDirAng(btScalar dampingDirAng) { m_dampingDirAng = dampingDirAng; }
|
||||
void setSoftnessLimLin(btScalar softnessLimLin) { m_softnessLimLin = softnessLimLin; }
|
||||
void setRestitutionLimLin(btScalar restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; }
|
||||
void setDampingLimLin(btScalar dampingLimLin) { m_dampingLimLin = dampingLimLin; }
|
||||
void setSoftnessLimAng(btScalar softnessLimAng) { m_softnessLimAng = softnessLimAng; }
|
||||
void setRestitutionLimAng(btScalar restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; }
|
||||
void setDampingLimAng(btScalar dampingLimAng) { m_dampingLimAng = dampingLimAng; }
|
||||
void setSoftnessOrthoLin(btScalar softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; }
|
||||
void setRestitutionOrthoLin(btScalar restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; }
|
||||
void setDampingOrthoLin(btScalar dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; }
|
||||
void setSoftnessOrthoAng(btScalar softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; }
|
||||
void setRestitutionOrthoAng(btScalar restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; }
|
||||
void setDampingOrthoAng(btScalar dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; }
|
||||
void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; }
|
||||
bool getPoweredLinMotor() { return m_poweredLinMotor; }
|
||||
void setTargetLinMotorVelocity(btScalar targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; }
|
||||
btScalar getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; }
|
||||
void setMaxLinMotorForce(btScalar maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; }
|
||||
btScalar getMaxLinMotorForce() { return m_maxLinMotorForce; }
|
||||
void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; }
|
||||
bool getPoweredAngMotor() { return m_poweredAngMotor; }
|
||||
void setTargetAngMotorVelocity(btScalar targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; }
|
||||
btScalar getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; }
|
||||
void setMaxAngMotorForce(btScalar maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; }
|
||||
btScalar getMaxAngMotorForce() { return m_maxAngMotorForce; }
|
||||
btScalar getLinearPos() { return m_linPos; }
|
||||
|
||||
|
||||
// access for ODE solver
|
||||
bool getSolveLinLimit() { return m_solveLinLim; }
|
||||
btScalar getLinDepth() { return m_depth[0]; }
|
||||
bool getSolveAngLimit() { return m_solveAngLim; }
|
||||
btScalar getAngDepth() { return m_angDepth; }
|
||||
// internal
|
||||
void buildJacobianInt(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB);
|
||||
void solveConstraintInt(btRigidBody& rbA, btSolverBody& bodyA,btRigidBody& rbB, btSolverBody& bodyB);
|
||||
// shared code used by ODE solver
|
||||
void calculateTransforms(void);
|
||||
void testLinLimits(void);
|
||||
void testLinLimits2(btConstraintInfo2* info);
|
||||
void testAngLimits(void);
|
||||
// access for PE Solver
|
||||
btVector3 getAncorInA(void);
|
||||
btVector3 getAncorInB(void);
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif //SLIDER_CONSTRAINT_H
|
||||
|
||||
|
||||
@@ -1,179 +1,179 @@
|
||||
/*
|
||||
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"
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h"
|
||||
#include "LinearMath/btAlignedAllocator.h"
|
||||
#include "LinearMath/btTransformUtil.h"
|
||||
|
||||
///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
|
||||
#ifdef BT_USE_SSE
|
||||
#define USE_SIMD 1
|
||||
#endif //
|
||||
|
||||
|
||||
#ifdef USE_SIMD
|
||||
|
||||
struct btSimdScalar
|
||||
{
|
||||
SIMD_FORCE_INLINE btSimdScalar()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE btSimdScalar(float fl)
|
||||
:m_vec128 (_mm_set1_ps(fl))
|
||||
{
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE btSimdScalar(__m128 v128)
|
||||
:m_vec128(v128)
|
||||
{
|
||||
}
|
||||
union
|
||||
{
|
||||
__m128 m_vec128;
|
||||
float m_floats[4];
|
||||
int m_ints[4];
|
||||
btScalar m_unusedPadding;
|
||||
};
|
||||
SIMD_FORCE_INLINE __m128 get128()
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE const __m128 get128() const
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE void set128(__m128 v128)
|
||||
{
|
||||
m_vec128 = v128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE operator __m128()
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
SIMD_FORCE_INLINE operator const __m128() const
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE operator float() const
|
||||
{
|
||||
return m_floats[0];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
///@brief Return the elementwise product of two btSimdScalar
|
||||
SIMD_FORCE_INLINE btSimdScalar
|
||||
operator*(const btSimdScalar& v1, const btSimdScalar& v2)
|
||||
{
|
||||
return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
|
||||
}
|
||||
|
||||
///@brief Return the elementwise product of two btSimdScalar
|
||||
SIMD_FORCE_INLINE btSimdScalar
|
||||
operator+(const btSimdScalar& v1, const btSimdScalar& v2)
|
||||
{
|
||||
return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
#define btSimdScalar btScalar
|
||||
#endif
|
||||
|
||||
///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
|
||||
ATTRIBUTE_ALIGNED16 (struct) btSolverBody
|
||||
{
|
||||
BT_DECLARE_ALIGNED_ALLOCATOR();
|
||||
btVector3 m_deltaLinearVelocity;
|
||||
btVector3 m_deltaAngularVelocity;
|
||||
btScalar m_angularFactor;
|
||||
btScalar m_invMass;
|
||||
btScalar m_friction;
|
||||
btRigidBody* m_originalBody;
|
||||
btVector3 m_pushVelocity;
|
||||
//btVector3 m_turnVelocity;
|
||||
|
||||
|
||||
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
|
||||
{
|
||||
if (m_originalBody)
|
||||
velocity = m_originalBody->getLinearVelocity()+m_deltaLinearVelocity + (m_originalBody->getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos);
|
||||
else
|
||||
velocity.setValue(0,0,0);
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE void getAngularVelocity(btVector3& angVel) const
|
||||
{
|
||||
if (m_originalBody)
|
||||
angVel = m_originalBody->getAngularVelocity()+m_deltaAngularVelocity;
|
||||
else
|
||||
angVel.setValue(0,0,0);
|
||||
}
|
||||
|
||||
|
||||
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
|
||||
SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
|
||||
{
|
||||
//if (m_invMass)
|
||||
{
|
||||
m_deltaLinearVelocity += linearComponent*impulseMagnitude;
|
||||
m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
void writebackVelocity()
|
||||
{
|
||||
if (m_invMass)
|
||||
{
|
||||
m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+ m_deltaLinearVelocity);
|
||||
m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity);
|
||||
|
||||
//m_originalBody->setCompanionId(-1);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void writebackVelocity(btScalar timeStep=0)
|
||||
{
|
||||
if (m_invMass)
|
||||
{
|
||||
m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+m_deltaLinearVelocity);
|
||||
m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity);
|
||||
//m_originalBody->setCompanionId(-1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_SOLVER_BODY_H
|
||||
|
||||
|
||||
/*
|
||||
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"
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h"
|
||||
#include "LinearMath/btAlignedAllocator.h"
|
||||
#include "LinearMath/btTransformUtil.h"
|
||||
|
||||
///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
|
||||
#ifdef BT_USE_SSE
|
||||
#define USE_SIMD 1
|
||||
#endif //
|
||||
|
||||
|
||||
#ifdef USE_SIMD
|
||||
|
||||
struct btSimdScalar
|
||||
{
|
||||
SIMD_FORCE_INLINE btSimdScalar()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE btSimdScalar(float fl)
|
||||
:m_vec128 (_mm_set1_ps(fl))
|
||||
{
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE btSimdScalar(__m128 v128)
|
||||
:m_vec128(v128)
|
||||
{
|
||||
}
|
||||
union
|
||||
{
|
||||
__m128 m_vec128;
|
||||
float m_floats[4];
|
||||
int m_ints[4];
|
||||
btScalar m_unusedPadding;
|
||||
};
|
||||
SIMD_FORCE_INLINE __m128 get128()
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE const __m128 get128() const
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE void set128(__m128 v128)
|
||||
{
|
||||
m_vec128 = v128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE operator __m128()
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
SIMD_FORCE_INLINE operator const __m128() const
|
||||
{
|
||||
return m_vec128;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE operator float() const
|
||||
{
|
||||
return m_floats[0];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
///@brief Return the elementwise product of two btSimdScalar
|
||||
SIMD_FORCE_INLINE btSimdScalar
|
||||
operator*(const btSimdScalar& v1, const btSimdScalar& v2)
|
||||
{
|
||||
return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
|
||||
}
|
||||
|
||||
///@brief Return the elementwise product of two btSimdScalar
|
||||
SIMD_FORCE_INLINE btSimdScalar
|
||||
operator+(const btSimdScalar& v1, const btSimdScalar& v2)
|
||||
{
|
||||
return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
#define btSimdScalar btScalar
|
||||
#endif
|
||||
|
||||
///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
|
||||
ATTRIBUTE_ALIGNED16 (struct) btSolverBody
|
||||
{
|
||||
BT_DECLARE_ALIGNED_ALLOCATOR();
|
||||
btVector3 m_deltaLinearVelocity;
|
||||
btVector3 m_deltaAngularVelocity;
|
||||
btScalar m_angularFactor;
|
||||
btScalar m_invMass;
|
||||
btScalar m_friction;
|
||||
btRigidBody* m_originalBody;
|
||||
btVector3 m_pushVelocity;
|
||||
//btVector3 m_turnVelocity;
|
||||
|
||||
|
||||
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
|
||||
{
|
||||
if (m_originalBody)
|
||||
velocity = m_originalBody->getLinearVelocity()+m_deltaLinearVelocity + (m_originalBody->getAngularVelocity()+m_deltaAngularVelocity).cross(rel_pos);
|
||||
else
|
||||
velocity.setValue(0,0,0);
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE void getAngularVelocity(btVector3& angVel) const
|
||||
{
|
||||
if (m_originalBody)
|
||||
angVel = m_originalBody->getAngularVelocity()+m_deltaAngularVelocity;
|
||||
else
|
||||
angVel.setValue(0,0,0);
|
||||
}
|
||||
|
||||
|
||||
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
|
||||
SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
|
||||
{
|
||||
//if (m_invMass)
|
||||
{
|
||||
m_deltaLinearVelocity += linearComponent*impulseMagnitude;
|
||||
m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
void writebackVelocity()
|
||||
{
|
||||
if (m_invMass)
|
||||
{
|
||||
m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+ m_deltaLinearVelocity);
|
||||
m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity);
|
||||
|
||||
//m_originalBody->setCompanionId(-1);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void writebackVelocity(btScalar timeStep=0)
|
||||
{
|
||||
if (m_invMass)
|
||||
{
|
||||
m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+m_deltaLinearVelocity);
|
||||
m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity);
|
||||
//m_originalBody->setCompanionId(-1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_SOLVER_BODY_H
|
||||
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@ subject to the following restrictions:
|
||||
|
||||
static btRigidBody s_fixed(0, 0,0);
|
||||
|
||||
#define DEFAULT_DEBUGDRAW_SIZE btScalar(5.f)
|
||||
#define DEFAULT_DEBUGDRAW_SIZE btScalar(0.3f)
|
||||
|
||||
btTypedConstraint::btTypedConstraint(btTypedConstraintType type)
|
||||
:m_userConstraintType(-1),
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,176 +1,176 @@
|
||||
/*
|
||||
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_DISCRETE_DYNAMICS_WORLD_H
|
||||
#define BT_DISCRETE_DYNAMICS_WORLD_H
|
||||
|
||||
#include "btDynamicsWorld.h"
|
||||
|
||||
class btDispatcher;
|
||||
class btOverlappingPairCache;
|
||||
class btConstraintSolver;
|
||||
class btSimulationIslandManager;
|
||||
class btTypedConstraint;
|
||||
|
||||
|
||||
class btRaycastVehicle;
|
||||
class btCharacterControllerInterface;
|
||||
class btIDebugDraw;
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
|
||||
///btDiscreteDynamicsWorld provides discrete rigid body simulation
|
||||
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
|
||||
class btDiscreteDynamicsWorld : public btDynamicsWorld
|
||||
{
|
||||
protected:
|
||||
|
||||
btConstraintSolver* m_constraintSolver;
|
||||
|
||||
btSimulationIslandManager* m_islandManager;
|
||||
|
||||
btAlignedObjectArray<btTypedConstraint*> m_constraints;
|
||||
|
||||
btVector3 m_gravity;
|
||||
|
||||
//for variable timesteps
|
||||
btScalar m_localTime;
|
||||
//for variable timesteps
|
||||
|
||||
bool m_ownsIslandManager;
|
||||
bool m_ownsConstraintSolver;
|
||||
|
||||
|
||||
btAlignedObjectArray<btRaycastVehicle*> m_vehicles;
|
||||
|
||||
btAlignedObjectArray<btCharacterControllerInterface*> m_characters;
|
||||
|
||||
|
||||
int m_profileTimings;
|
||||
|
||||
virtual void predictUnconstraintMotion(btScalar timeStep);
|
||||
|
||||
virtual void integrateTransforms(btScalar timeStep);
|
||||
|
||||
virtual void calculateSimulationIslands();
|
||||
|
||||
virtual void solveConstraints(btContactSolverInfo& solverInfo);
|
||||
|
||||
void updateActivationState(btScalar timeStep);
|
||||
|
||||
void updateVehicles(btScalar timeStep);
|
||||
|
||||
void updateCharacters(btScalar timeStep);
|
||||
|
||||
void startProfiling(btScalar timeStep);
|
||||
|
||||
virtual void internalSingleStepSimulation( btScalar timeStep);
|
||||
|
||||
|
||||
virtual void saveKinematicState(btScalar timeStep);
|
||||
|
||||
void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color);
|
||||
|
||||
|
||||
public:
|
||||
|
||||
|
||||
///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
|
||||
btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
|
||||
|
||||
virtual ~btDiscreteDynamicsWorld();
|
||||
|
||||
///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
|
||||
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
|
||||
|
||||
|
||||
virtual void synchronizeMotionStates();
|
||||
|
||||
///this can be useful to synchronize a single rigid body -> graphics object
|
||||
void synchronizeSingleMotionState(btRigidBody* body);
|
||||
|
||||
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
|
||||
|
||||
virtual void removeConstraint(btTypedConstraint* constraint);
|
||||
|
||||
virtual void addVehicle(btRaycastVehicle* vehicle);
|
||||
|
||||
virtual void removeVehicle(btRaycastVehicle* vehicle);
|
||||
|
||||
virtual void addCharacter(btCharacterControllerInterface* character);
|
||||
|
||||
virtual void removeCharacter(btCharacterControllerInterface* character);
|
||||
|
||||
|
||||
btSimulationIslandManager* getSimulationIslandManager()
|
||||
{
|
||||
return m_islandManager;
|
||||
}
|
||||
|
||||
const btSimulationIslandManager* getSimulationIslandManager() const
|
||||
{
|
||||
return m_islandManager;
|
||||
}
|
||||
|
||||
btCollisionWorld* getCollisionWorld()
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
virtual void setGravity(const btVector3& gravity);
|
||||
virtual btVector3 getGravity () const;
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body);
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body, short group, short mask);
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body);
|
||||
|
||||
void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
|
||||
|
||||
void debugDrawConstraint(btTypedConstraint* constraint);
|
||||
|
||||
virtual void debugDrawWorld();
|
||||
|
||||
virtual void setConstraintSolver(btConstraintSolver* solver);
|
||||
|
||||
virtual btConstraintSolver* getConstraintSolver();
|
||||
|
||||
virtual int getNumConstraints() const;
|
||||
|
||||
virtual btTypedConstraint* getConstraint(int index) ;
|
||||
|
||||
virtual const btTypedConstraint* getConstraint(int index) const;
|
||||
|
||||
|
||||
virtual btDynamicsWorldType getWorldType() const
|
||||
{
|
||||
return BT_DISCRETE_DYNAMICS_WORLD;
|
||||
}
|
||||
|
||||
///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
|
||||
virtual void clearForces();
|
||||
|
||||
///apply gravity, call this once per timestep
|
||||
virtual void applyGravity();
|
||||
|
||||
virtual void setNumTasks(int numTasks)
|
||||
{
|
||||
(void) numTasks;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_DISCRETE_DYNAMICS_WORLD_H
|
||||
/*
|
||||
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_DISCRETE_DYNAMICS_WORLD_H
|
||||
#define BT_DISCRETE_DYNAMICS_WORLD_H
|
||||
|
||||
#include "btDynamicsWorld.h"
|
||||
|
||||
class btDispatcher;
|
||||
class btOverlappingPairCache;
|
||||
class btConstraintSolver;
|
||||
class btSimulationIslandManager;
|
||||
class btTypedConstraint;
|
||||
|
||||
|
||||
class btRaycastVehicle;
|
||||
class btCharacterControllerInterface;
|
||||
class btIDebugDraw;
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
|
||||
///btDiscreteDynamicsWorld provides discrete rigid body simulation
|
||||
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
|
||||
class btDiscreteDynamicsWorld : public btDynamicsWorld
|
||||
{
|
||||
protected:
|
||||
|
||||
btConstraintSolver* m_constraintSolver;
|
||||
|
||||
btSimulationIslandManager* m_islandManager;
|
||||
|
||||
btAlignedObjectArray<btTypedConstraint*> m_constraints;
|
||||
|
||||
btVector3 m_gravity;
|
||||
|
||||
//for variable timesteps
|
||||
btScalar m_localTime;
|
||||
//for variable timesteps
|
||||
|
||||
bool m_ownsIslandManager;
|
||||
bool m_ownsConstraintSolver;
|
||||
|
||||
|
||||
btAlignedObjectArray<btRaycastVehicle*> m_vehicles;
|
||||
|
||||
btAlignedObjectArray<btCharacterControllerInterface*> m_characters;
|
||||
|
||||
|
||||
int m_profileTimings;
|
||||
|
||||
virtual void predictUnconstraintMotion(btScalar timeStep);
|
||||
|
||||
virtual void integrateTransforms(btScalar timeStep);
|
||||
|
||||
virtual void calculateSimulationIslands();
|
||||
|
||||
virtual void solveConstraints(btContactSolverInfo& solverInfo);
|
||||
|
||||
void updateActivationState(btScalar timeStep);
|
||||
|
||||
void updateVehicles(btScalar timeStep);
|
||||
|
||||
void updateCharacters(btScalar timeStep);
|
||||
|
||||
void startProfiling(btScalar timeStep);
|
||||
|
||||
virtual void internalSingleStepSimulation( btScalar timeStep);
|
||||
|
||||
|
||||
virtual void saveKinematicState(btScalar timeStep);
|
||||
|
||||
void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color);
|
||||
|
||||
|
||||
public:
|
||||
|
||||
|
||||
///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
|
||||
btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
|
||||
|
||||
virtual ~btDiscreteDynamicsWorld();
|
||||
|
||||
///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
|
||||
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
|
||||
|
||||
|
||||
virtual void synchronizeMotionStates();
|
||||
|
||||
///this can be useful to synchronize a single rigid body -> graphics object
|
||||
void synchronizeSingleMotionState(btRigidBody* body);
|
||||
|
||||
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
|
||||
|
||||
virtual void removeConstraint(btTypedConstraint* constraint);
|
||||
|
||||
virtual void addVehicle(btRaycastVehicle* vehicle);
|
||||
|
||||
virtual void removeVehicle(btRaycastVehicle* vehicle);
|
||||
|
||||
virtual void addCharacter(btCharacterControllerInterface* character);
|
||||
|
||||
virtual void removeCharacter(btCharacterControllerInterface* character);
|
||||
|
||||
|
||||
btSimulationIslandManager* getSimulationIslandManager()
|
||||
{
|
||||
return m_islandManager;
|
||||
}
|
||||
|
||||
const btSimulationIslandManager* getSimulationIslandManager() const
|
||||
{
|
||||
return m_islandManager;
|
||||
}
|
||||
|
||||
btCollisionWorld* getCollisionWorld()
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
virtual void setGravity(const btVector3& gravity);
|
||||
virtual btVector3 getGravity () const;
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body);
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body, short group, short mask);
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body);
|
||||
|
||||
void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
|
||||
|
||||
void debugDrawConstraint(btTypedConstraint* constraint);
|
||||
|
||||
virtual void debugDrawWorld();
|
||||
|
||||
virtual void setConstraintSolver(btConstraintSolver* solver);
|
||||
|
||||
virtual btConstraintSolver* getConstraintSolver();
|
||||
|
||||
virtual int getNumConstraints() const;
|
||||
|
||||
virtual btTypedConstraint* getConstraint(int index) ;
|
||||
|
||||
virtual const btTypedConstraint* getConstraint(int index) const;
|
||||
|
||||
|
||||
virtual btDynamicsWorldType getWorldType() const
|
||||
{
|
||||
return BT_DISCRETE_DYNAMICS_WORLD;
|
||||
}
|
||||
|
||||
///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
|
||||
virtual void clearForces();
|
||||
|
||||
///apply gravity, call this once per timestep
|
||||
virtual void applyGravity();
|
||||
|
||||
virtual void setNumTasks(int numTasks)
|
||||
{
|
||||
(void) numTasks;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_DISCRETE_DYNAMICS_WORLD_H
|
||||
|
||||
@@ -1,136 +1,136 @@
|
||||
/*
|
||||
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_DYNAMICS_WORLD_H
|
||||
#define BT_DYNAMICS_WORLD_H
|
||||
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
|
||||
|
||||
class btTypedConstraint;
|
||||
class btRaycastVehicle;
|
||||
class btConstraintSolver;
|
||||
class btDynamicsWorld;
|
||||
class btCharacterControllerInterface;
|
||||
|
||||
/// Type for the callback for each tick
|
||||
typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
|
||||
|
||||
enum btDynamicsWorldType
|
||||
{
|
||||
BT_SIMPLE_DYNAMICS_WORLD=1,
|
||||
BT_DISCRETE_DYNAMICS_WORLD=2,
|
||||
BT_CONTINUOUS_DYNAMICS_WORLD=3
|
||||
};
|
||||
|
||||
///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
|
||||
class btDynamicsWorld : public btCollisionWorld
|
||||
{
|
||||
|
||||
protected:
|
||||
btInternalTickCallback m_internalTickCallback;
|
||||
void* m_worldUserInfo;
|
||||
|
||||
btContactSolverInfo m_solverInfo;
|
||||
|
||||
public:
|
||||
|
||||
|
||||
btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
|
||||
:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0), m_worldUserInfo(0)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~btDynamicsWorld()
|
||||
{
|
||||
}
|
||||
|
||||
///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
|
||||
///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
|
||||
///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
|
||||
///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
|
||||
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
|
||||
|
||||
virtual void debugDrawWorld() = 0;
|
||||
|
||||
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
|
||||
{
|
||||
(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
|
||||
}
|
||||
|
||||
virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
|
||||
|
||||
virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
|
||||
|
||||
virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
|
||||
|
||||
virtual void addCharacter(btCharacterControllerInterface* character) {(void)character;}
|
||||
|
||||
virtual void removeCharacter(btCharacterControllerInterface* character) {(void)character;}
|
||||
|
||||
|
||||
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
|
||||
//existing rigidbodies in the world get gravity assigned too, during this method
|
||||
virtual void setGravity(const btVector3& gravity) = 0;
|
||||
virtual btVector3 getGravity () const = 0;
|
||||
|
||||
virtual void synchronizeMotionStates() = 0;
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body) = 0;
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body) = 0;
|
||||
|
||||
virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
|
||||
|
||||
virtual btConstraintSolver* getConstraintSolver() = 0;
|
||||
|
||||
virtual int getNumConstraints() const { return 0; }
|
||||
|
||||
virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
|
||||
|
||||
virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
|
||||
|
||||
virtual btDynamicsWorldType getWorldType() const=0;
|
||||
|
||||
virtual void clearForces() = 0;
|
||||
|
||||
/// Set the callback for when an internal tick (simulation substep) happens, optional user info
|
||||
void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0)
|
||||
{
|
||||
m_internalTickCallback = cb;
|
||||
m_worldUserInfo = worldUserInfo;
|
||||
}
|
||||
|
||||
void setWorldUserInfo(void* worldUserInfo)
|
||||
{
|
||||
m_worldUserInfo = worldUserInfo;
|
||||
}
|
||||
|
||||
void* getWorldUserInfo() const
|
||||
{
|
||||
return m_worldUserInfo;
|
||||
}
|
||||
|
||||
btContactSolverInfo& getSolverInfo()
|
||||
{
|
||||
return m_solverInfo;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_DYNAMICS_WORLD_H
|
||||
|
||||
|
||||
/*
|
||||
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_DYNAMICS_WORLD_H
|
||||
#define BT_DYNAMICS_WORLD_H
|
||||
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
|
||||
|
||||
class btTypedConstraint;
|
||||
class btRaycastVehicle;
|
||||
class btConstraintSolver;
|
||||
class btDynamicsWorld;
|
||||
class btCharacterControllerInterface;
|
||||
|
||||
/// Type for the callback for each tick
|
||||
typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
|
||||
|
||||
enum btDynamicsWorldType
|
||||
{
|
||||
BT_SIMPLE_DYNAMICS_WORLD=1,
|
||||
BT_DISCRETE_DYNAMICS_WORLD=2,
|
||||
BT_CONTINUOUS_DYNAMICS_WORLD=3
|
||||
};
|
||||
|
||||
///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
|
||||
class btDynamicsWorld : public btCollisionWorld
|
||||
{
|
||||
|
||||
protected:
|
||||
btInternalTickCallback m_internalTickCallback;
|
||||
void* m_worldUserInfo;
|
||||
|
||||
btContactSolverInfo m_solverInfo;
|
||||
|
||||
public:
|
||||
|
||||
|
||||
btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
|
||||
:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0), m_worldUserInfo(0)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~btDynamicsWorld()
|
||||
{
|
||||
}
|
||||
|
||||
///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
|
||||
///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
|
||||
///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
|
||||
///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
|
||||
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
|
||||
|
||||
virtual void debugDrawWorld() = 0;
|
||||
|
||||
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
|
||||
{
|
||||
(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
|
||||
}
|
||||
|
||||
virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
|
||||
|
||||
virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
|
||||
|
||||
virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
|
||||
|
||||
virtual void addCharacter(btCharacterControllerInterface* character) {(void)character;}
|
||||
|
||||
virtual void removeCharacter(btCharacterControllerInterface* character) {(void)character;}
|
||||
|
||||
|
||||
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
|
||||
//existing rigidbodies in the world get gravity assigned too, during this method
|
||||
virtual void setGravity(const btVector3& gravity) = 0;
|
||||
virtual btVector3 getGravity () const = 0;
|
||||
|
||||
virtual void synchronizeMotionStates() = 0;
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body) = 0;
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body) = 0;
|
||||
|
||||
virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
|
||||
|
||||
virtual btConstraintSolver* getConstraintSolver() = 0;
|
||||
|
||||
virtual int getNumConstraints() const { return 0; }
|
||||
|
||||
virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
|
||||
|
||||
virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
|
||||
|
||||
virtual btDynamicsWorldType getWorldType() const=0;
|
||||
|
||||
virtual void clearForces() = 0;
|
||||
|
||||
/// Set the callback for when an internal tick (simulation substep) happens, optional user info
|
||||
void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0)
|
||||
{
|
||||
m_internalTickCallback = cb;
|
||||
m_worldUserInfo = worldUserInfo;
|
||||
}
|
||||
|
||||
void setWorldUserInfo(void* worldUserInfo)
|
||||
{
|
||||
m_worldUserInfo = worldUserInfo;
|
||||
}
|
||||
|
||||
void* getWorldUserInfo() const
|
||||
{
|
||||
return m_worldUserInfo;
|
||||
}
|
||||
|
||||
btContactSolverInfo& getSolverInfo()
|
||||
{
|
||||
return m_solverInfo;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_DYNAMICS_WORLD_H
|
||||
|
||||
|
||||
|
||||
@@ -1,243 +1,243 @@
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
#include "btSimpleDynamicsWorld.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
|
||||
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
|
||||
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
|
||||
|
||||
|
||||
/*
|
||||
Make sure this dummy function never changes so that it
|
||||
can be used by probes that are checking whether the
|
||||
library is actually installed.
|
||||
*/
|
||||
extern "C"
|
||||
{
|
||||
void btBulletDynamicsProbe ();
|
||||
void btBulletDynamicsProbe () {}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
|
||||
:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration),
|
||||
m_constraintSolver(constraintSolver),
|
||||
m_ownsConstraintSolver(false),
|
||||
m_gravity(0,0,-10)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
|
||||
{
|
||||
if (m_ownsConstraintSolver)
|
||||
btAlignedFree( m_constraintSolver);
|
||||
}
|
||||
|
||||
int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep)
|
||||
{
|
||||
(void)fixedTimeStep;
|
||||
(void)maxSubSteps;
|
||||
|
||||
|
||||
///apply gravity, predict motion
|
||||
predictUnconstraintMotion(timeStep);
|
||||
|
||||
btDispatcherInfo& dispatchInfo = getDispatchInfo();
|
||||
dispatchInfo.m_timeStep = timeStep;
|
||||
dispatchInfo.m_stepCount = 0;
|
||||
dispatchInfo.m_debugDraw = getDebugDrawer();
|
||||
|
||||
///perform collision detection
|
||||
performDiscreteCollisionDetection();
|
||||
|
||||
///solve contact constraints
|
||||
int numManifolds = m_dispatcher1->getNumManifolds();
|
||||
if (numManifolds)
|
||||
{
|
||||
btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
|
||||
|
||||
btContactSolverInfo infoGlobal;
|
||||
infoGlobal.m_timeStep = timeStep;
|
||||
m_constraintSolver->prepareSolve(0,numManifolds);
|
||||
m_constraintSolver->solveGroup(0,0,manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_stackAlloc,m_dispatcher1);
|
||||
m_constraintSolver->allSolved(infoGlobal,m_debugDrawer, m_stackAlloc);
|
||||
}
|
||||
|
||||
///integrate transforms
|
||||
integrateTransforms(timeStep);
|
||||
|
||||
updateAabbs();
|
||||
|
||||
synchronizeMotionStates();
|
||||
|
||||
clearForces();
|
||||
|
||||
return 1;
|
||||
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::clearForces()
|
||||
{
|
||||
///@todo: iterate over awake simulation islands!
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
body->clearForces();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
|
||||
{
|
||||
m_gravity = gravity;
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
body->setGravity(gravity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
btVector3 btSimpleDynamicsWorld::getGravity () const
|
||||
{
|
||||
return m_gravity;
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
|
||||
{
|
||||
removeCollisionObject(body);
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
{
|
||||
body->setGravity(m_gravity);
|
||||
|
||||
if (body->getCollisionShape())
|
||||
{
|
||||
addCollisionObject(body);
|
||||
}
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::updateAabbs()
|
||||
{
|
||||
btTransform predictedTrans;
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->isActive() && (!body->isStaticObject()))
|
||||
{
|
||||
btVector3 minAabb,maxAabb;
|
||||
colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
|
||||
btBroadphaseInterface* bp = getBroadphase();
|
||||
bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
|
||||
{
|
||||
btTransform predictedTrans;
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->isActive() && (!body->isStaticObject()))
|
||||
{
|
||||
body->predictIntegratedTransform(timeStep, predictedTrans);
|
||||
body->proceedToTransform( predictedTrans);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
|
||||
{
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (!body->isStaticObject())
|
||||
{
|
||||
if (body->isActive())
|
||||
{
|
||||
body->applyGravity();
|
||||
body->integrateVelocities( timeStep);
|
||||
body->applyDamping(timeStep);
|
||||
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::synchronizeMotionStates()
|
||||
{
|
||||
///@todo: iterate over awake simulation islands!
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body && body->getMotionState())
|
||||
{
|
||||
if (body->getActivationState() != ISLAND_SLEEPING)
|
||||
{
|
||||
body->getMotionState()->setWorldTransform(body->getWorldTransform());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
|
||||
{
|
||||
if (m_ownsConstraintSolver)
|
||||
{
|
||||
btAlignedFree(m_constraintSolver);
|
||||
}
|
||||
m_ownsConstraintSolver = false;
|
||||
m_constraintSolver = solver;
|
||||
}
|
||||
|
||||
btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver()
|
||||
{
|
||||
return m_constraintSolver;
|
||||
}
|
||||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
#include "btSimpleDynamicsWorld.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
|
||||
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
|
||||
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
|
||||
|
||||
|
||||
/*
|
||||
Make sure this dummy function never changes so that it
|
||||
can be used by probes that are checking whether the
|
||||
library is actually installed.
|
||||
*/
|
||||
extern "C"
|
||||
{
|
||||
void btBulletDynamicsProbe ();
|
||||
void btBulletDynamicsProbe () {}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
|
||||
:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration),
|
||||
m_constraintSolver(constraintSolver),
|
||||
m_ownsConstraintSolver(false),
|
||||
m_gravity(0,0,-10)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
|
||||
{
|
||||
if (m_ownsConstraintSolver)
|
||||
btAlignedFree( m_constraintSolver);
|
||||
}
|
||||
|
||||
int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep)
|
||||
{
|
||||
(void)fixedTimeStep;
|
||||
(void)maxSubSteps;
|
||||
|
||||
|
||||
///apply gravity, predict motion
|
||||
predictUnconstraintMotion(timeStep);
|
||||
|
||||
btDispatcherInfo& dispatchInfo = getDispatchInfo();
|
||||
dispatchInfo.m_timeStep = timeStep;
|
||||
dispatchInfo.m_stepCount = 0;
|
||||
dispatchInfo.m_debugDraw = getDebugDrawer();
|
||||
|
||||
///perform collision detection
|
||||
performDiscreteCollisionDetection();
|
||||
|
||||
///solve contact constraints
|
||||
int numManifolds = m_dispatcher1->getNumManifolds();
|
||||
if (numManifolds)
|
||||
{
|
||||
btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
|
||||
|
||||
btContactSolverInfo infoGlobal;
|
||||
infoGlobal.m_timeStep = timeStep;
|
||||
m_constraintSolver->prepareSolve(0,numManifolds);
|
||||
m_constraintSolver->solveGroup(0,0,manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_stackAlloc,m_dispatcher1);
|
||||
m_constraintSolver->allSolved(infoGlobal,m_debugDrawer, m_stackAlloc);
|
||||
}
|
||||
|
||||
///integrate transforms
|
||||
integrateTransforms(timeStep);
|
||||
|
||||
updateAabbs();
|
||||
|
||||
synchronizeMotionStates();
|
||||
|
||||
clearForces();
|
||||
|
||||
return 1;
|
||||
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::clearForces()
|
||||
{
|
||||
///@todo: iterate over awake simulation islands!
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
body->clearForces();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
|
||||
{
|
||||
m_gravity = gravity;
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
body->setGravity(gravity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
btVector3 btSimpleDynamicsWorld::getGravity () const
|
||||
{
|
||||
return m_gravity;
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
|
||||
{
|
||||
removeCollisionObject(body);
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
{
|
||||
body->setGravity(m_gravity);
|
||||
|
||||
if (body->getCollisionShape())
|
||||
{
|
||||
addCollisionObject(body);
|
||||
}
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::updateAabbs()
|
||||
{
|
||||
btTransform predictedTrans;
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->isActive() && (!body->isStaticObject()))
|
||||
{
|
||||
btVector3 minAabb,maxAabb;
|
||||
colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
|
||||
btBroadphaseInterface* bp = getBroadphase();
|
||||
bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
|
||||
{
|
||||
btTransform predictedTrans;
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->isActive() && (!body->isStaticObject()))
|
||||
{
|
||||
body->predictIntegratedTransform(timeStep, predictedTrans);
|
||||
body->proceedToTransform( predictedTrans);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
|
||||
{
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (!body->isStaticObject())
|
||||
{
|
||||
if (body->isActive())
|
||||
{
|
||||
body->applyGravity();
|
||||
body->integrateVelocities( timeStep);
|
||||
body->applyDamping(timeStep);
|
||||
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::synchronizeMotionStates()
|
||||
{
|
||||
///@todo: iterate over awake simulation islands!
|
||||
for ( int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body && body->getMotionState())
|
||||
{
|
||||
if (body->getActivationState() != ISLAND_SLEEPING)
|
||||
{
|
||||
body->getMotionState()->setWorldTransform(body->getWorldTransform());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
|
||||
{
|
||||
if (m_ownsConstraintSolver)
|
||||
{
|
||||
btAlignedFree(m_constraintSolver);
|
||||
}
|
||||
m_ownsConstraintSolver = false;
|
||||
m_constraintSolver = solver;
|
||||
}
|
||||
|
||||
btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver()
|
||||
{
|
||||
return m_constraintSolver;
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,56 +1,56 @@
|
||||
/*
|
||||
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
*
|
||||
* Permission to use, copy, modify, distribute and sell this software
|
||||
* and its documentation for any purpose is hereby granted without fee,
|
||||
* provided that the above copyright notice appear in all copies.
|
||||
* Erwin Coumans makes no representations about the suitability
|
||||
* of this software for any purpose.
|
||||
* It is provided "as is" without express or implied warranty.
|
||||
*/
|
||||
#include "btWheelInfo.h"
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h" // for pointvelocity
|
||||
|
||||
|
||||
btScalar btWheelInfo::getSuspensionRestLength() const
|
||||
{
|
||||
|
||||
return m_suspensionRestLength1;
|
||||
|
||||
}
|
||||
|
||||
void btWheelInfo::updateWheel(const btRigidBody& chassis,RaycastInfo& raycastInfo)
|
||||
{
|
||||
(void)raycastInfo;
|
||||
|
||||
|
||||
if (m_raycastInfo.m_isInContact)
|
||||
|
||||
{
|
||||
btScalar project= m_raycastInfo.m_contactNormalWS.dot( m_raycastInfo.m_wheelDirectionWS );
|
||||
btVector3 chassis_velocity_at_contactPoint;
|
||||
btVector3 relpos = m_raycastInfo.m_contactPointWS - chassis.getCenterOfMassPosition();
|
||||
chassis_velocity_at_contactPoint = chassis.getVelocityInLocalPoint( relpos );
|
||||
btScalar projVel = m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint );
|
||||
if ( project >= btScalar(-0.1))
|
||||
{
|
||||
m_suspensionRelativeVelocity = btScalar(0.0);
|
||||
m_clippedInvContactDotSuspension = btScalar(1.0) / btScalar(0.1);
|
||||
}
|
||||
else
|
||||
{
|
||||
btScalar inv = btScalar(-1.) / project;
|
||||
m_suspensionRelativeVelocity = projVel * inv;
|
||||
m_clippedInvContactDotSuspension = inv;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else // Not in contact : position wheel in a nice (rest length) position
|
||||
{
|
||||
m_raycastInfo.m_suspensionLength = this->getSuspensionRestLength();
|
||||
m_suspensionRelativeVelocity = btScalar(0.0);
|
||||
m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS;
|
||||
m_clippedInvContactDotSuspension = btScalar(1.0);
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
*
|
||||
* Permission to use, copy, modify, distribute and sell this software
|
||||
* and its documentation for any purpose is hereby granted without fee,
|
||||
* provided that the above copyright notice appear in all copies.
|
||||
* Erwin Coumans makes no representations about the suitability
|
||||
* of this software for any purpose.
|
||||
* It is provided "as is" without express or implied warranty.
|
||||
*/
|
||||
#include "btWheelInfo.h"
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h" // for pointvelocity
|
||||
|
||||
|
||||
btScalar btWheelInfo::getSuspensionRestLength() const
|
||||
{
|
||||
|
||||
return m_suspensionRestLength1;
|
||||
|
||||
}
|
||||
|
||||
void btWheelInfo::updateWheel(const btRigidBody& chassis,RaycastInfo& raycastInfo)
|
||||
{
|
||||
(void)raycastInfo;
|
||||
|
||||
|
||||
if (m_raycastInfo.m_isInContact)
|
||||
|
||||
{
|
||||
btScalar project= m_raycastInfo.m_contactNormalWS.dot( m_raycastInfo.m_wheelDirectionWS );
|
||||
btVector3 chassis_velocity_at_contactPoint;
|
||||
btVector3 relpos = m_raycastInfo.m_contactPointWS - chassis.getCenterOfMassPosition();
|
||||
chassis_velocity_at_contactPoint = chassis.getVelocityInLocalPoint( relpos );
|
||||
btScalar projVel = m_raycastInfo.m_contactNormalWS.dot( chassis_velocity_at_contactPoint );
|
||||
if ( project >= btScalar(-0.1))
|
||||
{
|
||||
m_suspensionRelativeVelocity = btScalar(0.0);
|
||||
m_clippedInvContactDotSuspension = btScalar(1.0) / btScalar(0.1);
|
||||
}
|
||||
else
|
||||
{
|
||||
btScalar inv = btScalar(-1.) / project;
|
||||
m_suspensionRelativeVelocity = projVel * inv;
|
||||
m_clippedInvContactDotSuspension = inv;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else // Not in contact : position wheel in a nice (rest length) position
|
||||
{
|
||||
m_raycastInfo.m_suspensionLength = this->getSuspensionRestLength();
|
||||
m_suspensionRelativeVelocity = btScalar(0.0);
|
||||
m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS;
|
||||
m_clippedInvContactDotSuspension = btScalar(1.0);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user