Use cylinder inertia tensor, instead of box, by default.
See Issue 427 Expose some internal data for constraints, Thanks to Francois Sugny, see Issue 420
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@@ -47,7 +47,64 @@ void btCylinderShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3&
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void btCylinderShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
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{
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//approximation of box shape, todo: implement cylinder shape inertia before people notice ;-)
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//Until Bullet 2.77 a box approximation was used, so uncomment this if you need backwards compatibility
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//#define USE_BOX_INERTIA_APPROXIMATION 1
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#ifndef USE_BOX_INERTIA_APPROXIMATION
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/*
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cylinder is defined as following:
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*
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* - principle axis aligned along y by default, radius in x, z-value not used
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* - for btCylinderShapeX: principle axis aligned along x, radius in y direction, z-value not used
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* - for btCylinderShapeZ: principle axis aligned along z, radius in x direction, y-value not used
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*
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*/
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btScalar radius2; // square of cylinder radius
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btScalar height2; // square of cylinder height
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btVector3 halfExtents = getHalfExtentsWithMargin(); // get cylinder dimension
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btScalar div12 = mass / 12.f;
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btScalar div4 = mass / 4.f;
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btScalar div2 = mass / 2.f;
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int idxRadius, idxHeight;
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switch (m_upAxis) // get indices of radius and height of cylinder
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{
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case 0: // cylinder is aligned along x
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idxRadius = 1;
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idxHeight = 0;
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break;
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case 2: // cylinder is aligned along z
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idxRadius = 0;
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idxHeight = 2;
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break;
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default: // cylinder is aligned along y
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idxRadius = 0;
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idxHeight = 1;
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}
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// calculate squares
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radius2 = halfExtents[idxRadius] * halfExtents[idxRadius];
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height2 = btScalar(4.) * halfExtents[idxHeight] * halfExtents[idxHeight];
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// calculate tensor terms
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btScalar t1 = div12 * height2 + div4 * radius2;
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btScalar t2 = div2 * radius2;
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switch (m_upAxis) // set diagonal elements of inertia tensor
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{
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case 0: // cylinder is aligned along x
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inertia.setValue(t2,t1,t1);
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break;
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case 2: // cylinder is aligned along z
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inertia.setValue(t1,t1,t2);
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break;
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default: // cylinder is aligned along y
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inertia.setValue(t1,t2,t1);
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}
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#else //USE_BOX_INERTIA_APPROXIMATION
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//approximation of box shape
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btVector3 halfExtents = getHalfExtentsWithMargin();
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btScalar lx=btScalar(2.)*(halfExtents.x());
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@@ -57,7 +114,7 @@ void btCylinderShape::calculateLocalInertia(btScalar mass,btVector3& inertia) co
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inertia.setValue(mass/(btScalar(12.0)) * (ly*ly + lz*lz),
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mass/(btScalar(12.0)) * (lx*lx + lz*lz),
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mass/(btScalar(12.0)) * (lx*lx + ly*ly));
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#endif //USE_BOX_INERTIA_APPROXIMATION
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}
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