Some changes in rendering, to get shadows for trimeshes
Add dynamic aabb tree (btDbvt) optimization for btCompoundShape/btCompoundCollisionAlgorithm Add btTransformAabb util, todo: deploy it throughout the codebase
This commit is contained in:
@@ -14,23 +14,29 @@ subject to the following restrictions:
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*/
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#include "btCompoundShape.h"
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#include "btCollisionShape.h"
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#include "BulletCollision/BroadphaseCollision/btDbvt.h"
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btCompoundShape::btCompoundShape()
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:m_localAabbMin(btScalar(1e30),btScalar(1e30),btScalar(1e30)),
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m_localAabbMax(btScalar(-1e30),btScalar(-1e30),btScalar(-1e30)),
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m_aabbTree(0),
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m_collisionMargin(btScalar(0.)),
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m_localScaling(btScalar(1.),btScalar(1.),btScalar(1.))
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m_localScaling(btScalar(1.),btScalar(1.),btScalar(1.)),
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m_dynamicAabbTree(0)
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{
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void* mem = btAlignedAlloc(sizeof(btDbvt),16);
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m_dynamicAabbTree = new(mem) btDbvt();
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btAssert(mem==m_dynamicAabbTree);
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}
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btCompoundShape::~btCompoundShape()
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{
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if (m_dynamicAabbTree)
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{
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m_dynamicAabbTree->~btDbvt();
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btAlignedFree(m_dynamicAabbTree);
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}
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}
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void btCompoundShape::addChildShape(const btTransform& localTransform,btCollisionShape* shape)
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@@ -60,68 +66,85 @@ void btCompoundShape::addChildShape(const btTransform& localTransform,btCollisio
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}
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}
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if (m_dynamicAabbTree)
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{
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const btDbvtVolume bounds=btDbvtVolume::FromMM(localAabbMin,localAabbMax);
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int index = m_children.size()-1;
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child.m_node = m_dynamicAabbTree->insert(bounds,(void*)index);
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}
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}
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void btCompoundShape::removeChildShapeByIndex(int childShapeIndex)
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{
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btAssert(childShapeIndex >=0 && childShapeIndex < m_children.size());
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if (m_dynamicAabbTree)
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{
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m_dynamicAabbTree->remove(m_children[childShapeIndex].m_node);
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}
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m_children.swap(childShapeIndex,m_children.size()-1);
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m_children.pop_back();
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}
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void btCompoundShape::removeChildShape(btCollisionShape* shape)
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{
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bool done_removing;
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// Find the children containing the shape specified, and remove those children.
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do
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{
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done_removing = true;
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for(int i = 0; i < m_children.size(); i++)
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{
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if(m_children[i].m_childShape == shape)
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{
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m_children.remove(m_children[i]);
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done_removing = false; // Do another iteration pass after removing from the vector
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break;
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}
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}
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}
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while (!done_removing);
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recalculateLocalAabb();
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// Find the children containing the shape specified, and remove those children.
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//note: there might be multiple children using the same shape!
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for(int i = m_children.size()-1; i >= 0 ; i--)
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{
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if(m_children[i].m_childShape == shape)
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{
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m_children.swap(i,m_children.size()-1);
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m_children.pop_back();
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//remove it from the m_dynamicAabbTree too
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//m_dynamicAabbTree->remove(m_aabbProxies[i]);
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//m_aabbProxies.swap(i,m_children.size()-1);
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//m_aabbProxies.pop_back();
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}
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}
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recalculateLocalAabb();
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}
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void btCompoundShape::recalculateLocalAabb()
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{
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// Recalculate the local aabb
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// Brute force, it iterates over all the shapes left.
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m_localAabbMin = btVector3(btScalar(1e30),btScalar(1e30),btScalar(1e30));
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m_localAabbMax = btVector3(btScalar(-1e30),btScalar(-1e30),btScalar(-1e30));
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//extend the local aabbMin/aabbMax
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for (int j = 0; j < m_children.size(); j++)
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{
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btVector3 localAabbMin,localAabbMax;
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m_children[j].m_childShape->getAabb(m_children[j].m_transform, localAabbMin, localAabbMax);
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for (int i=0;i<3;i++)
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{
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if (m_localAabbMin[i] > localAabbMin[i])
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m_localAabbMin[i] = localAabbMin[i];
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if (m_localAabbMax[i] < localAabbMax[i])
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m_localAabbMax[i] = localAabbMax[i];
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}
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}
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// Recalculate the local aabb
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// Brute force, it iterates over all the shapes left.
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m_localAabbMin = btVector3(btScalar(1e30),btScalar(1e30),btScalar(1e30));
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m_localAabbMax = btVector3(btScalar(-1e30),btScalar(-1e30),btScalar(-1e30));
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//extend the local aabbMin/aabbMax
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for (int j = 0; j < m_children.size(); j++)
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{
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btVector3 localAabbMin,localAabbMax;
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m_children[j].m_childShape->getAabb(m_children[j].m_transform, localAabbMin, localAabbMax);
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for (int i=0;i<3;i++)
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{
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if (m_localAabbMin[i] > localAabbMin[i])
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m_localAabbMin[i] = localAabbMin[i];
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if (m_localAabbMax[i] < localAabbMax[i])
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m_localAabbMax[i] = localAabbMax[i];
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}
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}
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}
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///getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
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///getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
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void btCompoundShape::getAabb(const btTransform& trans,btVector3& aabbMin,btVector3& aabbMax) const
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{
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btVector3 localHalfExtents = btScalar(0.5)*(m_localAabbMax-m_localAabbMin);
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localHalfExtents += btVector3(getMargin(),getMargin(),getMargin());
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btVector3 localCenter = btScalar(0.5)*(m_localAabbMax+m_localAabbMin);
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btMatrix3x3 abs_b = trans.getBasis().absolute();
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btPoint3 center = trans(localCenter);
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btVector3 extent = btVector3(abs_b[0].dot(localHalfExtents),
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abs_b[1].dot(localHalfExtents),
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abs_b[2].dot(localHalfExtents));
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abs_b[1].dot(localHalfExtents),
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abs_b[2].dot(localHalfExtents));
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aabbMin = center-extent;
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aabbMax = center+extent;
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@@ -134,9 +157,9 @@ void btCompoundShape::calculateLocalInertia(btScalar mass,btVector3& inertia) co
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ident.setIdentity();
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btVector3 aabbMin,aabbMax;
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getAabb(ident,aabbMin,aabbMax);
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btVector3 halfExtents = (aabbMax-aabbMin)*btScalar(0.5);
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btScalar lx=btScalar(2.)*(halfExtents.x());
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btScalar ly=btScalar(2.)*(halfExtents.y());
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btScalar lz=btScalar(2.)*(halfExtents.z());
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@@ -152,57 +175,57 @@ void btCompoundShape::calculateLocalInertia(btScalar mass,btVector3& inertia) co
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void btCompoundShape::calculatePrincipalAxisTransform(btScalar* masses, btTransform& principal, btVector3& inertia) const
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{
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int n = m_children.size();
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int n = m_children.size();
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btScalar totalMass = 0;
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btVector3 center(0, 0, 0);
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for (int k = 0; k < n; k++)
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{
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center += m_children[k].m_transform.getOrigin() * masses[k];
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totalMass += masses[k];
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}
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center /= totalMass;
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principal.setOrigin(center);
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btScalar totalMass = 0;
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btVector3 center(0, 0, 0);
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for (int k = 0; k < n; k++)
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{
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center += m_children[k].m_transform.getOrigin() * masses[k];
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totalMass += masses[k];
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}
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center /= totalMass;
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principal.setOrigin(center);
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btMatrix3x3 tensor(0, 0, 0, 0, 0, 0, 0, 0, 0);
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for (int k = 0; k < n; k++)
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{
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btVector3 i;
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m_children[k].m_childShape->calculateLocalInertia(masses[k], i);
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btMatrix3x3 tensor(0, 0, 0, 0, 0, 0, 0, 0, 0);
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for (int k = 0; k < n; k++)
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{
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btVector3 i;
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m_children[k].m_childShape->calculateLocalInertia(masses[k], i);
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const btTransform& t = m_children[k].m_transform;
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btVector3 o = t.getOrigin() - center;
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//compute inertia tensor in coordinate system of compound shape
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btMatrix3x3 j = t.getBasis().transpose();
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j[0] *= i[0];
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j[1] *= i[1];
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j[2] *= i[2];
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j = t.getBasis() * j;
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//add inertia tensor
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tensor[0] += j[0];
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tensor[1] += j[1];
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tensor[2] += j[2];
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const btTransform& t = m_children[k].m_transform;
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btVector3 o = t.getOrigin() - center;
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//compute inertia tensor of pointmass at o
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btScalar o2 = o.length2();
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j[0].setValue(o2, 0, 0);
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j[1].setValue(0, o2, 0);
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j[2].setValue(0, 0, o2);
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j[0] += o * -o.x();
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j[1] += o * -o.y();
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j[2] += o * -o.z();
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//compute inertia tensor in coordinate system of compound shape
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btMatrix3x3 j = t.getBasis().transpose();
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j[0] *= i[0];
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j[1] *= i[1];
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j[2] *= i[2];
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j = t.getBasis() * j;
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//add inertia tensor of pointmass
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tensor[0] += masses[k] * j[0];
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tensor[1] += masses[k] * j[1];
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tensor[2] += masses[k] * j[2];
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}
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//add inertia tensor
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tensor[0] += j[0];
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tensor[1] += j[1];
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tensor[2] += j[2];
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tensor.diagonalize(principal.getBasis(), btScalar(0.00001), 20);
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inertia.setValue(tensor[0][0], tensor[1][1], tensor[2][2]);
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//compute inertia tensor of pointmass at o
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btScalar o2 = o.length2();
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j[0].setValue(o2, 0, 0);
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j[1].setValue(0, o2, 0);
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j[2].setValue(0, 0, o2);
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j[0] += o * -o.x();
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j[1] += o * -o.y();
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j[2] += o * -o.z();
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//add inertia tensor of pointmass
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tensor[0] += masses[k] * j[0];
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tensor[1] += masses[k] * j[1];
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tensor[2] += masses[k] * j[2];
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}
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tensor.diagonalize(principal.getBasis(), btScalar(0.00001), 20);
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inertia.setValue(tensor[0][0], tensor[1][1], tensor[2][2]);
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}
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