first checkin of ode blender engine files
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source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
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233
source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* The contents of this file may be used under the terms of either the GNU
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* General Public License Version 2 or later (the "GPL", see
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* http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or
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* later (the "BL", see http://www.blender.org/BL/ ) which has to be
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* bought from the Blender Foundation to become active, in which case the
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* above mentioned GPL option does not apply.
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*
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* The Original Code is Copyright (C) 2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "OdePhysicsEnvironment.h"
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#include "PHY_IMotionState.h"
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#include "OdePhysicsController.h"
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// Ode
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#include <ode/config.h>
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#include <ode/ode.h>
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#include <../ode/src/joint.h>
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#include <ode/odemath.h>
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ODEPhysicsEnvironment::ODEPhysicsEnvironment()
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{
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m_OdeWorld = dWorldCreate();
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m_OdeSpace = dHashSpaceCreate();
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m_OdeContactGroup = dJointGroupCreate (0);
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dWorldSetCFM (m_OdeWorld,1e-5f);
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m_JointGroup = dJointGroupCreate(0);
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}
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ODEPhysicsEnvironment::~ODEPhysicsEnvironment()
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{
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dJointGroupDestroy (m_OdeContactGroup);
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dJointGroupDestroy (m_JointGroup);
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dSpaceDestroy (m_OdeSpace);
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dWorldDestroy (m_OdeWorld);
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}
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void ODEPhysicsEnvironment::proceed(double timeStep)
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{
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// ode collision update
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dSpaceCollide (m_OdeSpace,this,&ODEPhysicsEnvironment::OdeNearCallback);
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int m_odeContacts = GetNumOdeContacts();
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//physics integrator + resolver update
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dWorldStep (m_OdeWorld,timeStep);
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//clear collision points
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this->ClearOdeContactGroup();
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}
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void ODEPhysicsEnvironment::setGravity(float x,float y,float z)
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{
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dWorldSetGravity (m_OdeWorld,x,y,z);
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}
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int ODEPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ)
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{
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int constraintid = 0;
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ODEPhysicsController* dynactrl = (ODEPhysicsController*)ctrl;
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ODEPhysicsController* dynactrl2 = (ODEPhysicsController*)ctrl2;
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switch (type)
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{
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case PHY_POINT2POINT_CONSTRAINT:
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{
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if (dynactrl)
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{
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dJointID jointid = dJointCreateBall (m_OdeWorld,m_JointGroup);
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struct dxBody* bodyid1 = dynactrl->GetOdeBodyId();
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struct dxBody* bodyid2=0;
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const float* pos = dBodyGetPosition(bodyid1);
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const float* R = dBodyGetRotation(bodyid1);
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float offset[3] = {pivotX,pivotY,pivotZ};
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float newoffset[3];
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dMULTIPLY0_331 (newoffset,R,offset);
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newoffset[0] += pos[0];
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newoffset[1] += pos[1];
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newoffset[2] += pos[2];
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if (dynactrl2)
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bodyid2 = dynactrl2->GetOdeBodyId();
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dJointAttach (jointid, bodyid1, bodyid2);
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dJointSetBallAnchor (jointid, newoffset[0], newoffset[1], newoffset[2]);
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constraintid = (int) jointid;
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}
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break;
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}
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case PHY_LINEHINGE_CONSTRAINT:
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{
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if (dynactrl)
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{
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dJointID jointid = dJointCreateHinge (m_OdeWorld,m_JointGroup);
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struct dxBody* bodyid1 = dynactrl->GetOdeBodyId();
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struct dxBody* bodyid2=0;
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const float* pos = dBodyGetPosition(bodyid1);
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const float* R = dBodyGetRotation(bodyid1);
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float offset[3] = {pivotX,pivotY,pivotZ};
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float axisset[3] = {axisX,axisY,axisZ};
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float newoffset[3];
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float newaxis[3];
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dMULTIPLY0_331 (newaxis,R,axisset);
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dMULTIPLY0_331 (newoffset,R,offset);
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newoffset[0] += pos[0];
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newoffset[1] += pos[1];
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newoffset[2] += pos[2];
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if (dynactrl2)
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bodyid2 = dynactrl2->GetOdeBodyId();
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dJointAttach (jointid, bodyid1, bodyid2);
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dJointSetHingeAnchor (jointid, newoffset[0], newoffset[1], newoffset[2]);
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dJointSetHingeAxis(jointid,newaxis[0],newaxis[1],newaxis[2]);
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constraintid = (int) jointid;
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}
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break;
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}
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default:
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{
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//not yet
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}
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}
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return constraintid;
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}
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void ODEPhysicsEnvironment::removeConstraint(int constraintid)
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{
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if (constraintid)
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{
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dJointDestroy((dJointID) constraintid);
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}
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}
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PHY_IPhysicsController* ODEPhysicsEnvironment::rayTest(void* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
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{
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//collision detection / raytesting
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return NULL;
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}
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void ODEPhysicsEnvironment::OdeNearCallback (void *data, dGeomID o1, dGeomID o2)
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{
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// \todo if this is a registered collision sensor
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// fire the callback
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int i;
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// if (o1->body && o2->body) return;
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ODEPhysicsEnvironment* env = (ODEPhysicsEnvironment*) data;
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dBodyID b1,b2;
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b1 = dGeomGetBody(o1);
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b2 = dGeomGetBody(o2);
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// exit without doing anything if the two bodies are connected by a joint
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if (b1 && b2 && dAreConnected (b1,b2)) return;
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ODEPhysicsController * ctrl1 =(ODEPhysicsController *)dGeomGetData(o1);
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ODEPhysicsController * ctrl2 =(ODEPhysicsController *)dGeomGetData(o2);
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float friction=ctrl1->getFriction();
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float restitution = ctrl1->getRestitution();
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//for friction, take minimum
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friction=(friction < ctrl2->getFriction() ?
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friction :ctrl2->getFriction());
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//restitution:take minimum
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restitution = restitution < ctrl2->getRestitution()?
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restitution : ctrl2->getRestitution();
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dContact contact[3]; // up to 3 contacts per box
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for (i=0; i<3; i++) {
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contact[i].surface.mode = dContactBounce; //dContactMu2;
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contact[i].surface.mu = friction;//dInfinity;
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contact[i].surface.mu2 = 0;
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contact[i].surface.bounce = restitution;//0.5;
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contact[i].surface.bounce_vel = 0.1f;
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contact[i].surface.slip1=0.0;
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}
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if (int numc = dCollide (o1,o2,3,&contact[0].geom,sizeof(dContact))) {
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// dMatrix3 RI;
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// dRSetIdentity (RI);
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// const dReal ss[3] = {0.02,0.02,0.02};
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for (i=0; i<numc; i++) {
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dJointID c = dJointCreateContact (env->m_OdeWorld,env->m_OdeContactGroup,contact+i);
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dJointAttach (c,b1,b2);
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}
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}
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}
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void ODEPhysicsEnvironment::ClearOdeContactGroup()
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{
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dJointGroupEmpty (m_OdeContactGroup);
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}
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int ODEPhysicsEnvironment::GetNumOdeContacts()
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{
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return m_OdeContactGroup->num;
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}
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