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@@ -63,7 +63,7 @@ public:
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btScalar mass, // mass of base
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const btVector3 &inertia, // inertia of base, in base frame; assumed diagonal
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bool fixedBase, // whether the base is fixed (true) or can move (false)
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bool canSleep);
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bool canSleep, bool deprecatedMultiDof=true);
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virtual ~btMultiBody();
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@@ -75,7 +75,7 @@ public:
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int parent,
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const btQuaternion &rotParentToThis,
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const btVector3 &parentComToThisPivotOffset,
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const btVector3 &thisPivotToThisComOffset);
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const btVector3 &thisPivotToThisComOffset, bool deprecatedDisableParentCollision=true);
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void setupPrismatic(int i,
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@@ -337,7 +337,8 @@ void addJointTorque(int i, btScalar Q);
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// improvement, at least on Windows (where dynamic memory
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// allocation appears to be fairly slow).
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//
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void computeAccelerationsArticulatedBodyAlgorithmMultiDof(btScalar dt,
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btAlignedObjectArray<btScalar> &scratch_r,
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btAlignedObjectArray<btVector3> &scratch_v,
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@@ -345,17 +346,26 @@ void addJointTorque(int i, btScalar Q);
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bool isConstraintPass=false
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);
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///stepVelocitiesMultiDof is deprecated, use computeAccelerationsArticulatedBodyAlgorithmMultiDof instead
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void stepVelocitiesMultiDof(btScalar dt,
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btAlignedObjectArray<btScalar> &scratch_r,
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btAlignedObjectArray<btVector3> &scratch_v,
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btAlignedObjectArray<btMatrix3x3> &scratch_m,
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bool isConstraintPass=false)
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{
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computeAccelerationsArticulatedBodyAlgorithmMultiDof(dt,scratch_r,scratch_v,scratch_m,isConstraintPass);
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}
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// calcAccelerationDeltasMultiDof
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// input: force vector (in same format as jacobian, i.e.:
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// 3 torque values, 3 force values, num_links joint torque values)
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// output: 3 omegadot values, 3 vdot values, num_links q_double_dot values
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// (existing contents of output array are replaced)
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// stepVelocities must have been called first.
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// calcAccelerationDeltasMultiDof must have been called first.
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void calcAccelerationDeltasMultiDof(const btScalar *force, btScalar *output,
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btAlignedObjectArray<btScalar> &scratch_r,
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btAlignedObjectArray<btVector3> &scratch_v) const;
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void applyDeltaVeeMultiDof2(const btScalar * delta_vee, btScalar multiplier)
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{
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