another large series of changes, related to the refactoring.
CompoundShapes are tricky to manage with respect to persistent contact points and swapped order of btCollisionObjects, During dispatch, finding an algorith etc. order can be swapped. fixed several other issues, related to SimpleBroadphase (removing a proxy was not working)
This commit is contained in:
@@ -16,7 +16,6 @@ subject to the following restrictions:
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#include "btGeneric6DofConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/Dynamics/btMassProps.h"
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#include "LinearMath/btTransformUtil.h"
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static const btScalar kSign[] = { 1.0f, -1.0f, 1.0f };
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@@ -16,7 +16,6 @@ subject to the following restrictions:
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#include "btHingeConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/Dynamics/btMassProps.h"
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#include "LinearMath/btTransformUtil.h"
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@@ -16,7 +16,6 @@ subject to the following restrictions:
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#include "btPoint2PointConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/Dynamics/btMassProps.h"
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@@ -16,7 +16,6 @@ subject to the following restrictions:
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#include "btTypedConstraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/Dynamics/btMassProps.h"
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static btRigidBody s_fixed(0, btTransform::getIdentity(),0);
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@@ -35,6 +35,7 @@ subject to the following restrictions:
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#include "BulletDynamics/Vehicle/btWheelInfo.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btMotionState.h"
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@@ -44,6 +45,7 @@ btDiscreteDynamicsWorld::btDiscreteDynamicsWorld()
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:btDynamicsWorld(),
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m_constraintSolver(new btSequentialImpulseConstraintSolver),
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m_debugDrawer(0),
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m_gravity(0,-10,0),
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m_profileTimings(0)
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{
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m_islandManager = new btSimulationIslandManager();
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@@ -56,6 +58,7 @@ btDiscreteDynamicsWorld::btDiscreteDynamicsWorld(btDispatcher* dispatcher,btOver
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:btDynamicsWorld(dispatcher,pairCache),
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m_constraintSolver(constraintSolver? constraintSolver: new btSequentialImpulseConstraintSolver),
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m_debugDrawer(0),
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m_gravity(0,-10,0),
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m_profileTimings(0)
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{
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m_islandManager = new btSimulationIslandManager();
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@@ -73,7 +76,69 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
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delete m_constraintSolver;
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}
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void btDiscreteDynamicsWorld::stepSimulation(float timeStep)
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void btDiscreteDynamicsWorld::saveKinematicState(float timeStep)
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{
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for (unsigned int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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btTransform predictedTrans;
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if (body->GetActivationState() != ISLAND_SLEEPING)
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{
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if (body->isKinematicObject())
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{
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//to calculate velocities next frame
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body->saveKinematicState(timeStep);
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}
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}
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}
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}
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}
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void btDiscreteDynamicsWorld::synchronizeMotionStates()
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{
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//todo: iterate over awake simulation islands!
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for (unsigned int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->getMotionState())
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{
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if (body->GetActivationState() != ISLAND_SLEEPING)
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{
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body->getMotionState()->setWorldOrientation(body->getCenterOfMassTransform().getRotation());
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body->getMotionState()->setWorldPosition(body->getCenterOfMassTransform().getOrigin());
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}
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}
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}
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}
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void btDiscreteDynamicsWorld::stepSimulation(float timeStep, int numSubsteps)
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{
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if (!btFuzzyZero(timeStep) && numSubsteps)
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{
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saveKinematicState(timeStep);
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int i;
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float subTimeStep = timeStep / float(numSubsteps);
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for (i=0;i<numSubsteps;i++)
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{
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internalSingleStepSimulation(subTimeStep);
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}
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synchronizeMotionStates();
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}
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}
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void btDiscreteDynamicsWorld::internalSingleStepSimulation(float timeStep)
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{
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startProfiling(timeStep);
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@@ -112,6 +177,35 @@ void btDiscreteDynamicsWorld::stepSimulation(float timeStep)
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}
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void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
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{
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m_gravity = gravity;
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for (unsigned int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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body->setGravity(gravity);
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}
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}
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}
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void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
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{
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body->setGravity(m_gravity);
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bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
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short collisionFilterGroup = isDynamic?
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btBroadphaseProxy::DefaultFilter :
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btBroadphaseProxy::StaticFilter;
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short collisionFilterMask = isDynamic?
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btBroadphaseProxy::AllFilter :
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btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter;
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addCollisionObject(body,collisionFilterGroup,collisionFilterMask);
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}
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void btDiscreteDynamicsWorld::updateVehicles(float timeStep)
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{
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BEGIN_PROFILE("updateVehicles");
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@@ -360,7 +454,7 @@ void btDiscreteDynamicsWorld::integrateTransforms(float timeStep)
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->IsActive() && (!body->IsStatic()))
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if (body->IsActive() && (!body->isStaticObject()))
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{
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body->predictIntegratedTransform(timeStep, predictedTrans);
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body->proceedToTransform( predictedTrans);
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@@ -381,12 +475,14 @@ void btDiscreteDynamicsWorld::predictUnconstraintMotion(float timeStep)
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->IsActive() && (!body->IsStatic()))
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if (!body->isStaticObject())
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{
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body->applyForces( timeStep);
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body->integrateVelocities( timeStep);
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body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
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if (body->IsActive())
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{
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body->applyForces( timeStep);
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body->integrateVelocities( timeStep);
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body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
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}
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}
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}
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}
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@@ -43,6 +43,8 @@ protected:
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btIDebugDraw* m_debugDrawer;
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btVector3 m_gravity;
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bool m_ownsIslandManager;
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bool m_ownsConstraintSolver;
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@@ -65,6 +67,13 @@ protected:
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void updateVehicles(float timeStep);
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void startProfiling(float timeStep);
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virtual void internalSingleStepSimulation( float timeStep);
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void synchronizeMotionStates();
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void saveKinematicState(float timeStep);
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public:
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@@ -76,7 +85,7 @@ public:
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virtual ~btDiscreteDynamicsWorld();
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virtual void stepSimulation( float timeStep);
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virtual void stepSimulation( float timeStep, int numSubsteps=1);
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virtual void updateAabbs();
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@@ -113,6 +122,10 @@ public:
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return m_debugDrawer;
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}
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virtual void setGravity(const btVector3& gravity);
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virtual void addRigidBody(btRigidBody* body);
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};
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#endif //BT_DISCRETE_DYNAMICS_WORLD_H
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@@ -38,7 +38,7 @@ class btDynamicsWorld : public btCollisionWorld
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}
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///stepSimulation proceeds the simulation over timeStep units
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virtual void stepSimulation( float timeStep) = 0;
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virtual void stepSimulation( float timeStep,int numSubsteps=1) = 0;
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virtual void updateAabbs() = 0;
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@@ -50,6 +50,12 @@ class btDynamicsWorld : public btCollisionWorld
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virtual btIDebugDraw* getDebugDrawer() = 0;
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//once a rigidbody is added to the dynamics world, it will get this gravity assigned
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//existing rigidbodies in the world get gravity assigned too, during this method
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virtual void setGravity(const btVector3& gravity) = 0;
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virtual void addRigidBody(btRigidBody* body) = 0;
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};
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#endif //BT_DYNAMICS_WORLD_H
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@@ -1,33 +0,0 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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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 MASS_PROPS_H
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#define MASS_PROPS_H
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#include <LinearMath/btVector3.h>
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struct btMassProps {
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btMassProps(float mass,const btVector3& inertiaLocal):
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m_mass(mass),
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m_inertiaLocal(inertiaLocal)
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{
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}
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float m_mass;
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btVector3 m_inertiaLocal;
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};
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#endif
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@@ -14,10 +14,10 @@ subject to the following restrictions:
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*/
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#include "btRigidBody.h"
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#include "btMassProps.h"
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "LinearMath/btMinMax.h"
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#include <LinearMath/btTransformUtil.h>
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#include <LinearMath/btMotionState.h>
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float gLinearAirDamping = 1.f;
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//'temporarily' global variables
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@@ -28,6 +28,44 @@ float gLinearSleepingTreshold = 0.8f;
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float gAngularSleepingTreshold = 1.0f;
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static int uniqueId = 0;
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btRigidBody::btRigidBody(float mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
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:
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m_gravity(0.0f, 0.0f, 0.0f),
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m_totalForce(0.0f, 0.0f, 0.0f),
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m_totalTorque(0.0f, 0.0f, 0.0f),
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m_linearVelocity(0.0f, 0.0f, 0.0f),
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m_angularVelocity(0.f,0.f,0.f),
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m_linearDamping(0.f),
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m_angularDamping(0.5f),
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m_kinematicTimeStep(0.f),
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m_optionalMotionState(motionState),
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m_contactSolverType(0),
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m_frictionSolverType(0)
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{
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btQuaternion worldOrn;
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btVector3 worldPos;
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motionState->getWorldOrientation(worldOrn);
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motionState->getWorldPosition(worldPos);
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m_worldTransform = btTransform(worldOrn,worldPos);
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//moved to btCollisionObject
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m_friction = friction;
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m_restitution = restitution;
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m_collisionShape = collisionShape;
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m_debugBodyId = uniqueId++;
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//m_internalOwner is to allow upcasting from collision object to rigid body
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m_internalOwner = this;
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setMassProps(mass, localInertia);
|
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setDamping(linearDamping, angularDamping);
|
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updateInertiaTensor();
|
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}
|
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|
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|
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btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisionShape* collisionShape,const btVector3& localInertia,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
|
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:
|
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m_gravity(0.0f, 0.0f, 0.0f),
|
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@@ -38,13 +76,11 @@ btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisi
|
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m_linearDamping(0.f),
|
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m_angularDamping(0.5f),
|
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m_kinematicTimeStep(0.f),
|
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m_optionalMotionState(0),
|
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m_contactSolverType(0),
|
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m_frictionSolverType(0)
|
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{
|
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|
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if (mass == 0.f)
|
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m_collisionFlags = btCollisionObject::isStatic;
|
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|
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|
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m_worldTransform = worldTransform;
|
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|
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//moved to btCollisionObject
|
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@@ -64,11 +100,7 @@ btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisi
|
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}
|
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|
||||
|
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void btRigidBody::setLinearVelocity(const btVector3& lin_vel)
|
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{
|
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assert (m_collisionFlags != btCollisionObject::isStatic);
|
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m_linearVelocity = lin_vel;
|
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}
|
||||
|
||||
|
||||
|
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void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform) const
|
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@@ -126,9 +158,8 @@ void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
|
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|
||||
void btRigidBody::applyForces(btScalar step)
|
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{
|
||||
if (IsStatic())
|
||||
if (isStaticObject() || isKinematicObject())
|
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return;
|
||||
|
||||
|
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applyCentralForce(m_gravity);
|
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|
||||
@@ -178,15 +209,14 @@ void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
|
||||
{
|
||||
if (mass == 0.f)
|
||||
{
|
||||
m_collisionFlags = btCollisionObject::isStatic;
|
||||
m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
|
||||
m_inverseMass = 0.f;
|
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} else
|
||||
{
|
||||
m_collisionFlags = 0;
|
||||
m_collisionFlags & (~btCollisionObject::CF_STATIC_OBJECT);
|
||||
m_inverseMass = 1.0f / mass;
|
||||
}
|
||||
|
||||
|
||||
m_invInertiaLocal.setValue(inertia[0] != 0.0f ? 1.0f / inertia[0]: 0.0f,
|
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inertia[1] != 0.0f ? 1.0f / inertia[1]: 0.0f,
|
||||
inertia[2] != 0.0f ? 1.0f / inertia[2]: 0.0f);
|
||||
@@ -203,7 +233,7 @@ void btRigidBody::updateInertiaTensor()
|
||||
|
||||
void btRigidBody::integrateVelocities(btScalar step)
|
||||
{
|
||||
if (IsStatic())
|
||||
if (isStaticObject() || isKinematicObject())
|
||||
return;
|
||||
|
||||
m_linearVelocity += m_totalForce * (m_inverseMass * step);
|
||||
|
||||
@@ -25,7 +25,8 @@ subject to the following restrictions:
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
|
||||
|
||||
class btCollisionShape;
|
||||
struct btMassProps;
|
||||
class btMotionState;
|
||||
|
||||
typedef btScalar dMatrix3[4*3];
|
||||
|
||||
extern float gLinearAirDamping;
|
||||
@@ -57,9 +58,13 @@ class btRigidBody : public btCollisionObject
|
||||
|
||||
btScalar m_kinematicTimeStep;
|
||||
|
||||
//m_optionalMotionState allows to automatic synchronize the world transform for active objects
|
||||
btMotionState* m_optionalMotionState;
|
||||
|
||||
public:
|
||||
|
||||
btRigidBody(float mass, const btTransform& worldTransform, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=0.f,btScalar angularDamping=0.f,btScalar friction=0.5f,btScalar restitution=0.f);
|
||||
btRigidBody(float mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=0.f,btScalar angularDamping=0.f,btScalar friction=0.5f,btScalar restitution=0.f);
|
||||
|
||||
void proceedToTransform(const btTransform& newTrans);
|
||||
|
||||
@@ -138,9 +143,8 @@ public:
|
||||
|
||||
void applyTorqueImpulse(const btVector3& torque)
|
||||
{
|
||||
if (!IsStatic())
|
||||
if (!isStaticObject()&& !isKinematicObject())
|
||||
m_angularVelocity += m_invInertiaTensorWorld * torque;
|
||||
|
||||
}
|
||||
|
||||
void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
|
||||
@@ -176,9 +180,14 @@ public:
|
||||
}
|
||||
|
||||
|
||||
void setLinearVelocity(const btVector3& lin_vel);
|
||||
void setAngularVelocity(const btVector3& ang_vel) {
|
||||
if (!IsStatic())
|
||||
inline void setLinearVelocity(const btVector3& lin_vel)
|
||||
{
|
||||
assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT);
|
||||
m_linearVelocity = lin_vel;
|
||||
}
|
||||
|
||||
inline void setAngularVelocity(const btVector3& ang_vel) {
|
||||
assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT);
|
||||
{
|
||||
m_angularVelocity = ang_vel;
|
||||
}
|
||||
@@ -274,7 +283,21 @@ public:
|
||||
{
|
||||
m_broadphaseHandle = broadphaseProxy;
|
||||
}
|
||||
|
||||
|
||||
//btMotionState allows to automatic synchronize the world transform for active objects
|
||||
btMotionState* getMotionState()
|
||||
{
|
||||
return m_optionalMotionState;
|
||||
}
|
||||
const btMotionState* getMotionState() const
|
||||
{
|
||||
return m_optionalMotionState;
|
||||
}
|
||||
void setMotionState(btMotionState* motionState)
|
||||
{
|
||||
m_optionalMotionState = motionState;
|
||||
}
|
||||
|
||||
//for experimental overriding of friction/contact solver func
|
||||
int m_contactSolverType;
|
||||
int m_frictionSolverType;
|
||||
|
||||
@@ -25,7 +25,8 @@ subject to the following restrictions:
|
||||
btSimpleDynamicsWorld::btSimpleDynamicsWorld()
|
||||
:m_constraintSolver(new btSequentialImpulseConstraintSolver),
|
||||
m_ownsConstraintSolver(true),
|
||||
m_debugDrawer(0)
|
||||
m_debugDrawer(0),
|
||||
m_gravity(0,0,-10)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -33,7 +34,8 @@ btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btOverlapp
|
||||
:btDynamicsWorld(dispatcher,pairCache),
|
||||
m_constraintSolver(constraintSolver),
|
||||
m_ownsConstraintSolver(false),
|
||||
m_debugDrawer(0)
|
||||
m_debugDrawer(0),
|
||||
m_gravity(0,0,-10)
|
||||
{
|
||||
|
||||
}
|
||||
@@ -69,6 +71,26 @@ void btSimpleDynamicsWorld::stepSimulation(float timeStep)
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
|
||||
{
|
||||
m_gravity = gravity;
|
||||
for (unsigned int i=0;i<m_collisionObjects.size();i++)
|
||||
{
|
||||
btCollisionObject* colObj = m_collisionObjects[i];
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
body->setGravity(gravity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
{
|
||||
body->setGravity(m_gravity);
|
||||
|
||||
addCollisionObject(body);
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::updateAabbs()
|
||||
{
|
||||
@@ -79,7 +101,7 @@ void btSimpleDynamicsWorld::updateAabbs()
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->IsActive() && (!body->IsStatic()))
|
||||
if (body->IsActive() && (!body->isStaticObject()))
|
||||
{
|
||||
btPoint3 minAabb,maxAabb;
|
||||
colObj->m_collisionShape->getAabb(colObj->m_worldTransform, minAabb,maxAabb);
|
||||
@@ -99,7 +121,7 @@ void btSimpleDynamicsWorld::integrateTransforms(float timeStep)
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->IsActive() && (!body->IsStatic()))
|
||||
if (body->IsActive() && (!body->isStaticObject()))
|
||||
{
|
||||
body->predictIntegratedTransform(timeStep, predictedTrans);
|
||||
body->proceedToTransform( predictedTrans);
|
||||
@@ -118,12 +140,14 @@ void btSimpleDynamicsWorld::predictUnconstraintMotion(float timeStep)
|
||||
btRigidBody* body = btRigidBody::upcast(colObj);
|
||||
if (body)
|
||||
{
|
||||
if (body->IsActive() && (!body->IsStatic()))
|
||||
if (!body->isStaticObject())
|
||||
{
|
||||
body->applyForces( timeStep);
|
||||
body->integrateVelocities( timeStep);
|
||||
body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
|
||||
|
||||
if (body->IsActive())
|
||||
{
|
||||
body->applyForces( timeStep);
|
||||
body->integrateVelocities( timeStep);
|
||||
body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,6 +41,7 @@ protected:
|
||||
|
||||
void integrateTransforms(float timeStep);
|
||||
|
||||
btVector3 m_gravity;
|
||||
|
||||
public:
|
||||
|
||||
@@ -65,6 +66,10 @@ public:
|
||||
return m_debugDrawer;
|
||||
}
|
||||
|
||||
virtual void setGravity(const btVector3& gravity);
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body);
|
||||
|
||||
virtual void updateAabbs();
|
||||
};
|
||||
|
||||
|
||||
@@ -18,7 +18,6 @@
|
||||
#include "btWheelInfo.h"
|
||||
|
||||
|
||||
#include "BulletDynamics/Dynamics/btMassProps.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
|
||||
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
#include "BulletDynamics/Dynamics/btRigidBody.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
|
||||
|
||||
struct btMassProps;
|
||||
|
||||
#include "btWheelInfo.h"
|
||||
|
||||
struct btVehicleRaycaster;
|
||||
|
||||
Reference in New Issue
Block a user