use shape matching by default for game soft bodies store soft body index for game vertices
		
			
				
	
	
		
			384 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			384 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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 BULLET2_PHYSICSCONTROLLER_H
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#define BULLET2_PHYSICSCONTROLLER_H
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#include <vector>
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#include <map>
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#include "PHY_IPhysicsController.h"
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///	PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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///	It contains the IMotionState and IDeformableMesh Interfaces.
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btTransform.h"
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#include "PHY_IMotionState.h"
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extern float gDeactivationTime;
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extern float gLinearSleepingTreshold;
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extern float gAngularSleepingTreshold;
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extern bool gDisableDeactivation;
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class CcdPhysicsEnvironment;
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class btMotionState;
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class RAS_MeshObject;
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class btCollisionShape;
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// Shape contructor
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// It contains all the information needed to create a simple bullet shape at runtime
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class CcdShapeConstructionInfo
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{
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public:
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	static CcdShapeConstructionInfo* FindMesh(RAS_MeshObject* mesh, bool polytope);
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	CcdShapeConstructionInfo() :
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		m_shapeType(PHY_SHAPE_NONE),
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		m_radius(1.0),
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		m_height(1.0),
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		m_halfExtend(0.f,0.f,0.f),
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		m_childScale(1.0f,1.0f,1.0f),
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		m_refCount(1),
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		m_meshObject(NULL),
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		m_unscaledShape(NULL)
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	{
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		m_childTrans.setIdentity();
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	}
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	~CcdShapeConstructionInfo();
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	CcdShapeConstructionInfo* AddRef()
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	{ 
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		m_refCount++;
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		return this;
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	}
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	int Release()
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	{
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		if (--m_refCount > 0)
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			return m_refCount;
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		delete this;
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		return 0;
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	}
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	void AddShape(CcdShapeConstructionInfo* shapeInfo);
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	btTriangleMeshShape* GetMeshShape(void)
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	{
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		return m_unscaledShape;
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	}
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	CcdShapeConstructionInfo* GetChildShape(int i)
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	{
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		if (i < 0 || i >= m_shapeArray.size())
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			return NULL;
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		return m_shapeArray.at(i);
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	}
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	bool SetMesh(RAS_MeshObject* mesh, bool polytope);
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	RAS_MeshObject* GetMesh(void)
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	{
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		return m_meshObject;
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	}
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	btCollisionShape* CreateBulletShape();
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	// member variables
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	PHY_ShapeType			m_shapeType;
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	btScalar				m_radius;
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	btScalar				m_height;
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	btVector3				m_halfExtend;
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	btTransform				m_childTrans;
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	btVector3				m_childScale;
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	std::vector<btPoint3>	m_vertexArray;	// Contains both vertex array for polytope shape and
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											// triangle array for concave mesh shape.
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											// In this case a triangle is made of 3 consecutive points
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	std::vector<int>		m_polygonIndexArray;	// Contains the array of polygon index in the 
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													// original mesh that correspond to shape triangles.
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													// only set for concave mesh shape.
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protected:
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	static std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> m_meshShapeMap;
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	int						m_refCount;		// this class is shared between replicas
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											// keep track of users so that we can release it 
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	RAS_MeshObject*	m_meshObject;			// Keep a pointer to the original mesh 
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	btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape, 
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											// the actual shape is of type btScaledBvhTriangleMeshShape
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	std::vector<CcdShapeConstructionInfo*> m_shapeArray;	// for compound shapes
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};
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struct CcdConstructionInfo
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{
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	///CollisionFilterGroups provides some optional usage of basic collision filtering
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	///this is done during broadphase, so very early in the pipeline
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	///more advanced collision filtering should be done in btCollisionDispatcher::NeedsCollision
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	enum CollisionFilterGroups
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	{
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	        DefaultFilter = 1,
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	        StaticFilter = 2,
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	        KinematicFilter = 4,
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	        DebrisFilter = 8,
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			SensorFilter = 16,
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	        AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter,
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	};
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	CcdConstructionInfo()
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		: m_localInertiaTensor(1.f, 1.f, 1.f),
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		m_gravity(0,0,0),
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		m_scaling(1.f,1.f,1.f),
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		m_mass(0.f),
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		m_restitution(0.1f),
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		m_friction(0.5f),
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		m_linearDamping(0.1f),
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		m_angularDamping(0.1f),
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		m_margin(0.06f),
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		m_linearStiffness(1.f),
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		m_angularStiffness(1.f),
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		m_volumePreservation(1.f),
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		m_gamesoftFlag(0),
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		m_collisionFlags(0),
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		m_bRigid(false),
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		m_bSoft(false),
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		m_collisionFilterGroup(DefaultFilter),
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		m_collisionFilterMask(AllFilter),
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		m_collisionShape(0),
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		m_MotionState(0),
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		m_shapeInfo(0),
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		m_physicsEnv(0),
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		m_inertiaFactor(1.f)
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	{
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	}
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	btVector3	m_localInertiaTensor;
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	btVector3	m_gravity;
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	btVector3	m_scaling;
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	btScalar	m_mass;
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	btScalar	m_restitution;
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	btScalar	m_friction;
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	btScalar	m_linearDamping;
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	btScalar	m_angularDamping;
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	btScalar	m_margin;
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	btScalar	m_linearStiffness;
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	btScalar	m_angularStiffness;
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	btScalar	m_volumePreservation;
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	int			m_gamesoftFlag;
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	int			m_collisionFlags;
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	bool		m_bRigid;
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	bool		m_bSoft;
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	///optional use of collision group/mask:
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	///only collision with object goups that match the collision mask.
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	///this is very basic early out. advanced collision filtering should be
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	///done in the btCollisionDispatcher::NeedsCollision and NeedsResponse
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	///both values default to 1
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	short int	m_collisionFilterGroup;
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	short int	m_collisionFilterMask;
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	///these pointers are used as argument passing for the CcdPhysicsController constructor
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	///and not anymore after that
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	class btCollisionShape*	m_collisionShape;
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	class PHY_IMotionState*	m_MotionState;
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	class CcdShapeConstructionInfo* m_shapeInfo;
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	CcdPhysicsEnvironment*	m_physicsEnv; //needed for self-replication
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	float	m_inertiaFactor;//tweak the inertia (hooked up to Blender 'formfactor'
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};
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class btRigidBody;
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class btCollisionObject;
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class btSoftBody;
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///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
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class CcdPhysicsController : public PHY_IPhysicsController	
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{
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	btCollisionObject* m_object;
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	class PHY_IMotionState*		m_MotionState;
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	btMotionState* 	m_bulletMotionState;
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	class btCollisionShape*	m_collisionShape;
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	class CcdShapeConstructionInfo* m_shapeInfo;
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	friend class CcdPhysicsEnvironment;	// needed when updating the controller
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	void*		m_newClientInfo;
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	int			m_registerCount;	// needed when multiple sensors use the same controller
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	CcdConstructionInfo	m_cci;//needed for replication
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	void GetWorldOrientation(btMatrix3x3& mat);
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	void CreateRigidbody();
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	bool Register()	{ 
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		return (m_registerCount++ == 0) ? true : false;
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	}
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	bool Unregister() {
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		return (--m_registerCount == 0) ? true : false;
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	}
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	protected:
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		void setWorldOrientation(const btMatrix3x3& mat);
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	public:
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		int				m_collisionDelay;
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		CcdPhysicsController (const CcdConstructionInfo& ci);
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		virtual ~CcdPhysicsController();
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		btRigidBody* GetRigidBody();
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		btCollisionObject*	GetCollisionObject();
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		btSoftBody* GetSoftBody();
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		CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
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		btCollisionShape*	GetCollisionShape() { 
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			return m_object->getCollisionShape();
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		}
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		////////////////////////////////////
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		// PHY_IPhysicsController interface
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		////////////////////////////////////
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		/**
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			SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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		*/
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		virtual bool		SynchronizeMotionStates(float time);
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		/**
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			WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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		*/
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		virtual void		WriteMotionStateToDynamics(bool nondynaonly);
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		virtual	void		WriteDynamicsToMotionState();
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		// controller replication
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		virtual	void		PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
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		// kinematic methods
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		virtual void		RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
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		virtual void		RelativeRotate(const float drot[9],bool local);
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		virtual	void		getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
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		virtual	void		setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
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		virtual	void		setPosition(float posX,float posY,float posZ);
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		virtual	void 		getPosition(PHY__Vector3&	pos) const;
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		virtual	void		setScaling(float scaleX,float scaleY,float scaleZ);
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		// physics methods
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		virtual void		ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
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		virtual void		ApplyForce(float forceX,float forceY,float forceZ,bool local);
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		virtual void		SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
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		virtual void		SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
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		virtual void		applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
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		virtual void		SetActive(bool active);
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		// reading out information from physics
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		virtual void		GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
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		virtual void		GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ);
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		virtual void		GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ); 
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		virtual	void		getReactionForce(float& forceX,float& forceY,float& forceZ);
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		// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted 
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		virtual	void		setRigidBody(bool rigid);
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		virtual void		resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
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		// clientinfo for raycasts for example
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		virtual	void*				getNewClientInfo();
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		virtual	void				setNewClientInfo(void* clientinfo);
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		virtual PHY_IPhysicsController*	GetReplica();
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		///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors
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		short int	GetCollisionFilterGroup() const
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		{
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			return m_cci.m_collisionFilterGroup;
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		}
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		///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors
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		short int	GetCollisionFilterMask() const
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		{
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			return m_cci.m_collisionFilterMask;
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		}
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		virtual void	calcXform() {} ;
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		virtual void SetMargin(float margin) {};
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		virtual float GetMargin() const {return 0.f;};
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		bool	wantsSleeping();
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		void	UpdateDeactivation(float timeStep);
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		void	SetCenterOfMassTransform(btTransform& xform);
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		static btTransform	GetTransformFromMotionState(PHY_IMotionState* motionState);
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		void	setAabb(const btVector3& aabbMin,const btVector3& aabbMax);
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		class	PHY_IMotionState*			GetMotionState()
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		{
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			return m_MotionState;
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		}
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		const class	PHY_IMotionState*			GetMotionState() const
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		{
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			return m_MotionState;
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		}
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		class CcdPhysicsEnvironment* GetPhysicsEnvironment()
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		{
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			return m_cci.m_physicsEnv;
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		}
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};
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///DefaultMotionState implements standard motionstate, using btTransform
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class	DefaultMotionState : public PHY_IMotionState
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{
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	public:
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		DefaultMotionState();
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		virtual ~DefaultMotionState();
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		virtual void	getWorldPosition(float& posX,float& posY,float& posZ);
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		virtual void	getWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
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		virtual void	getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
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		virtual void	setWorldPosition(float posX,float posY,float posZ);
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		virtual	void	setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
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		virtual	void	calculateWorldTransformations();
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		btTransform	m_worldTransform;
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		btVector3		m_localScaling;
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};
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#endif //BULLET2_PHYSICSCONTROLLER_H
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