removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
		
			
				
	
	
		
			579 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			579 lines
		
	
	
		
			18 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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#define CCD_BSB_SHAPE_MATCHING	2
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#define CCD_BSB_BENDING_CONSTRAINTS 8
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#define CCD_BSB_AERO_VPOINT 16 /* aero model, Vertex normals are oriented toward velocity*/
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#define CCD_BSB_AERO_VTWOSIDE 32 /* aero model, Vertex normals are flipped to match velocity */
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/* BulletSoftBody.collisionflags */
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#define CCD_BSB_COL_SDF_RS	2 /* SDF based rigid vs soft */
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#define CCD_BSB_COL_CL_RS	4 /* Cluster based rigid vs soft */
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#define CCD_BSB_COL_CL_SS	8 /* Cluster based soft vs soft */
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#define CCD_BSB_COL_VF_SS	16 /* Vertex/Face based soft vs soft */
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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_userData(NULL),
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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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		m_useGimpact(false),
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		m_weldingThreshold1(0.f),
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		m_shapeProxy(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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	bool IsUnused(void)
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	{
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		return (m_meshObject==NULL && m_shapeArray.size() == 0 && m_shapeProxy == NULL);
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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 >= (int)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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	int FindChildShape(CcdShapeConstructionInfo* shapeInfo, void* userData)
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	{
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		if (shapeInfo == NULL)
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			return -1;
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		for (int i=0; i<(int)m_shapeArray.size(); i++)
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		{
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			CcdShapeConstructionInfo* childInfo = m_shapeArray.at(i);
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			if ((userData == NULL || userData == childInfo->m_userData) &&
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				(childInfo == shapeInfo ||
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				 (childInfo->m_shapeType == PHY_SHAPE_PROXY && 
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				  childInfo->m_shapeProxy == shapeInfo)))
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				return i;
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		}
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		return -1;
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	}
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	bool RemoveChildShape(int i)
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	{
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		if (i < 0 || i >= (int)m_shapeArray.size())
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			return false;
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		m_shapeArray.at(i)->Release();
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		if (i < (int)m_shapeArray.size()-1)
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			m_shapeArray[i] = m_shapeArray.back();
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		m_shapeArray.pop_back();
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		return true;
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	}
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	bool SetMesh(RAS_MeshObject* mesh, bool polytope,bool useGimpact);
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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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	bool SetProxy(CcdShapeConstructionInfo* shapeInfo);
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	CcdShapeConstructionInfo* GetProxy(void)
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	{
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		return m_shapeProxy;
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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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	void*					m_userData;	
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	btAlignedObjectArray<btVector3>	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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	std::vector<int>		m_triFaceArray;	// Contains an array of triplets of face indicies
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											// quads turn into 2 tris
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	void	setVertexWeldingThreshold1(float threshold)
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	{
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		m_weldingThreshold1  = threshold;
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	}
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	float	getVertexWeldingThreshold1() const
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	{
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		return m_weldingThreshold1;
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	}
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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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	bool	m_useGimpact; //use gimpact for concave dynamic/moving collision detection
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	float	m_weldingThreshold1;	//welding closeby vertices together can improve softbody stability etc.
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	CcdShapeConstructionInfo* m_shapeProxy;	// only used for PHY_SHAPE_PROXY, pointer to actual shape info
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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_clamp_vel_min(-1.f), 
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		m_clamp_vel_max(-1.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_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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		m_do_anisotropic(false),
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		m_anisotropicFriction(1.f,1.f,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_clamp_vel_min;  
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	btScalar	m_clamp_vel_max;  
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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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	////////////////////
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	int		m_gamesoftFlag;
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	float	m_soft_linStiff;			/* linear stiffness 0..1 */
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	float	m_soft_angStiff;		/* angular stiffness 0..1 */
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	float	m_soft_volume;			/* volume preservation 0..1 */
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	int		m_soft_viterations;		/* Velocities solver iterations */
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	int		m_soft_piterations;		/* Positions solver iterations */
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	int		m_soft_diterations;		/* Drift solver iterations */
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	int		m_soft_citerations;		/* Cluster solver iterations */
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	float	m_soft_kSRHR_CL;		/* Soft vs rigid hardness [0,1] (cluster only) */
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	float	m_soft_kSKHR_CL;		/* Soft vs kinetic hardness [0,1] (cluster only) */
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	float	m_soft_kSSHR_CL;		/* Soft vs soft hardness [0,1] (cluster only) */
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	float	m_soft_kSR_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
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	float	m_soft_kSK_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
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	float	m_soft_kSS_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
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	float	m_soft_kVCF;			/* Velocities correction factor (Baumgarte) */
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	float	m_soft_kDP;			/* Damping coefficient [0,1] */
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	float	m_soft_kDG;			/* Drag coefficient [0,+inf] */
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	float	m_soft_kLF;			/* Lift coefficient [0,+inf] */
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	float	m_soft_kPR;			/* Pressure coefficient [-inf,+inf] */
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	float	m_soft_kVC;			/* Volume conversation coefficient [0,+inf] */
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	float	m_soft_kDF;			/* Dynamic friction coefficient [0,1] */
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	float	m_soft_kMT;			/* Pose matching coefficient [0,1] */
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	float	m_soft_kCHR;			/* Rigid contacts hardness [0,1] */
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	float	m_soft_kKHR;			/* Kinetic contacts hardness [0,1] */
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	float	m_soft_kSHR;			/* Soft contacts hardness [0,1] */
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	float	m_soft_kAHR;			/* Anchors hardness [0,1] */
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	int		m_soft_collisionflags;	/* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
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	int		m_soft_numclusteriterations;	/* number of iterations to refine collision clusters*/
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///////////////////
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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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	bool	m_do_anisotropic;
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	btVector3 m_anisotropicFriction;
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	bool		m_do_fh;                 ///< Should the object have a linear Fh spring?
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	bool		m_do_rot_fh;             ///< Should the object have an angular Fh spring?
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	btScalar	m_fh_spring;             ///< Spring constant (both linear and angular)
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	btScalar	m_fh_damping;            ///< Damping factor (linear and angular) in range [0, 1]
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	btScalar	m_fh_distance;           ///< The range above the surface where Fh is active.    
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	bool		m_fh_normal;             ///< Should the object slide off slopes?
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	float		m_radius;//for fh backwards compatibility
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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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 | 
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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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	//some book keeping for replication
 | 
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	bool	m_softbodyMappingDone;
 | 
						|
	bool	m_softBodyTransformInitialized;
 | 
						|
	bool	m_prototypeTransformInitialized;
 | 
						|
	btTransform	m_softbodyStartTrans;
 | 
						|
 | 
						|
 | 
						|
	void*		m_newClientInfo;
 | 
						|
	int			m_registerCount;	// needed when multiple sensors use the same controller
 | 
						|
	CcdConstructionInfo	m_cci;//needed for replication
 | 
						|
 | 
						|
	CcdPhysicsController* m_parentCtrl;
 | 
						|
 | 
						|
	void GetWorldOrientation(btMatrix3x3& mat);
 | 
						|
 | 
						|
	void CreateRigidbody();
 | 
						|
 | 
						|
	bool Register()	{ 
 | 
						|
		return (m_registerCount++ == 0) ? true : false;
 | 
						|
	}
 | 
						|
	bool Unregister() {
 | 
						|
		return (--m_registerCount == 0) ? true : false;
 | 
						|
	}
 | 
						|
 | 
						|
	protected:
 | 
						|
		void setWorldOrientation(const btMatrix3x3& mat);
 | 
						|
 | 
						|
	public:
 | 
						|
	
 | 
						|
		int				m_collisionDelay;
 | 
						|
	
 | 
						|
 | 
						|
		CcdPhysicsController (const CcdConstructionInfo& ci);
 | 
						|
 | 
						|
		virtual ~CcdPhysicsController();
 | 
						|
 | 
						|
		CcdConstructionInfo& getConstructionInfo()
 | 
						|
		{
 | 
						|
			return m_cci;
 | 
						|
		}
 | 
						|
		const CcdConstructionInfo& getConstructionInfo() const
 | 
						|
		{
 | 
						|
			return m_cci;
 | 
						|
		}
 | 
						|
 | 
						|
 | 
						|
		btRigidBody* GetRigidBody();
 | 
						|
		btCollisionObject*	GetCollisionObject();
 | 
						|
		btSoftBody* GetSoftBody();
 | 
						|
 | 
						|
		CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
 | 
						|
 | 
						|
		btCollisionShape*	GetCollisionShape() { 
 | 
						|
			return m_object->getCollisionShape();
 | 
						|
		}
 | 
						|
		////////////////////////////////////
 | 
						|
		// PHY_IPhysicsController interface
 | 
						|
		////////////////////////////////////
 | 
						|
 | 
						|
 | 
						|
		/**
 | 
						|
			SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
 | 
						|
		*/
 | 
						|
		virtual bool		SynchronizeMotionStates(float time);
 | 
						|
		/**
 | 
						|
			WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
 | 
						|
		*/
 | 
						|
		
 | 
						|
		virtual void		WriteMotionStateToDynamics(bool nondynaonly);
 | 
						|
		virtual	void		WriteDynamicsToMotionState();
 | 
						|
		// controller replication
 | 
						|
		virtual	void		PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
 | 
						|
 | 
						|
		// kinematic methods
 | 
						|
		virtual void		RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
 | 
						|
		virtual void		RelativeRotate(const float drot[9],bool local);
 | 
						|
		virtual	void		getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
 | 
						|
		virtual	void		setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
 | 
						|
		virtual	void		setPosition(float posX,float posY,float posZ);
 | 
						|
		virtual	void 		getPosition(PHY__Vector3&	pos) const;
 | 
						|
 | 
						|
		virtual	void		setScaling(float scaleX,float scaleY,float scaleZ);
 | 
						|
		
 | 
						|
		// physics methods
 | 
						|
		virtual void		ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
 | 
						|
		virtual void		ApplyForce(float forceX,float forceY,float forceZ,bool local);
 | 
						|
		virtual void		SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
 | 
						|
		virtual void		SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
 | 
						|
		virtual void		applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
 | 
						|
		virtual void		SetActive(bool active);
 | 
						|
 | 
						|
		// reading out information from physics
 | 
						|
		virtual void		GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
 | 
						|
		virtual void		GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ);
 | 
						|
		virtual void		GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ); 
 | 
						|
		virtual	void		getReactionForce(float& forceX,float& forceY,float& forceZ);
 | 
						|
 | 
						|
		// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted 
 | 
						|
		virtual	void		setRigidBody(bool rigid);
 | 
						|
 | 
						|
		
 | 
						|
		virtual void		resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
 | 
						|
 | 
						|
		// clientinfo for raycasts for example
 | 
						|
		virtual	void*				getNewClientInfo();
 | 
						|
		virtual	void				setNewClientInfo(void* clientinfo);
 | 
						|
		virtual PHY_IPhysicsController*	GetReplica();
 | 
						|
		
 | 
						|
		///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors
 | 
						|
		short int	GetCollisionFilterGroup() const
 | 
						|
		{
 | 
						|
			return m_cci.m_collisionFilterGroup;
 | 
						|
		}
 | 
						|
		///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors
 | 
						|
		short int	GetCollisionFilterMask() const
 | 
						|
		{
 | 
						|
			return m_cci.m_collisionFilterMask;
 | 
						|
		}
 | 
						|
 | 
						|
		virtual void	calcXform() {} ;
 | 
						|
		virtual void SetMargin(float margin) 
 | 
						|
		{
 | 
						|
			if (m_collisionShape)
 | 
						|
				m_collisionShape->setMargin(btScalar(margin));
 | 
						|
		}
 | 
						|
		virtual float GetMargin() const 
 | 
						|
		{
 | 
						|
			return (m_collisionShape) ? m_collisionShape->getMargin() : 0.f;
 | 
						|
		}
 | 
						|
		virtual float GetRadius() const 
 | 
						|
		{ 
 | 
						|
			// this is not the actual shape radius, it's only used for Fh support
 | 
						|
			return m_cci.m_radius;
 | 
						|
		}
 | 
						|
		virtual void  SetRadius(float margin) 
 | 
						|
		{
 | 
						|
			if (m_collisionShape && m_collisionShape->getShapeType() == SPHERE_SHAPE_PROXYTYPE)
 | 
						|
			{
 | 
						|
				btSphereShape* sphereShape = static_cast<btSphereShape*>(m_collisionShape);
 | 
						|
				sphereShape->setUnscaledRadius(margin);
 | 
						|
			}
 | 
						|
			m_cci.m_radius = margin;
 | 
						|
		}
 | 
						|
		
 | 
						|
		// velocity clamping
 | 
						|
		virtual void SetLinVelocityMin(float val) 
 | 
						|
		{
 | 
						|
			m_cci.m_clamp_vel_min= val;
 | 
						|
		}
 | 
						|
		virtual float GetLinVelocityMin() const 
 | 
						|
		{
 | 
						|
			return m_cci.m_clamp_vel_min;
 | 
						|
		}
 | 
						|
		virtual void SetLinVelocityMax(float val) 
 | 
						|
		{
 | 
						|
			m_cci.m_clamp_vel_max= val;
 | 
						|
		}
 | 
						|
		virtual float GetLinVelocityMax() const 
 | 
						|
		{
 | 
						|
			return m_cci.m_clamp_vel_max;
 | 
						|
		}
 | 
						|
 | 
						|
		bool	wantsSleeping();
 | 
						|
 | 
						|
		void	UpdateDeactivation(float timeStep);
 | 
						|
 | 
						|
		void	SetCenterOfMassTransform(btTransform& xform);
 | 
						|
 | 
						|
		static btTransform	GetTransformFromMotionState(PHY_IMotionState* motionState);
 | 
						|
 | 
						|
		void	setAabb(const btVector3& aabbMin,const btVector3& aabbMax);
 | 
						|
 | 
						|
 | 
						|
		class	PHY_IMotionState*			GetMotionState()
 | 
						|
		{
 | 
						|
			return m_MotionState;
 | 
						|
		}
 | 
						|
 | 
						|
		const class	PHY_IMotionState*			GetMotionState() const
 | 
						|
		{
 | 
						|
			return m_MotionState;
 | 
						|
		}
 | 
						|
 | 
						|
		class CcdPhysicsEnvironment* GetPhysicsEnvironment()
 | 
						|
		{
 | 
						|
			return m_cci.m_physicsEnv;
 | 
						|
		}
 | 
						|
 | 
						|
		void	setParentCtrl(CcdPhysicsController* parentCtrl)
 | 
						|
		{
 | 
						|
			m_parentCtrl = parentCtrl;
 | 
						|
		}
 | 
						|
 | 
						|
		CcdPhysicsController*	getParentCtrl()
 | 
						|
		{
 | 
						|
			return m_parentCtrl;
 | 
						|
		}
 | 
						|
 | 
						|
		const CcdPhysicsController*	getParentCtrl() const
 | 
						|
		{
 | 
						|
			return m_parentCtrl;
 | 
						|
		}
 | 
						|
 | 
						|
 | 
						|
		
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
///DefaultMotionState implements standard motionstate, using btTransform
 | 
						|
class	DefaultMotionState : public PHY_IMotionState
 | 
						|
 | 
						|
{
 | 
						|
	public:
 | 
						|
		DefaultMotionState();
 | 
						|
 | 
						|
		virtual ~DefaultMotionState();
 | 
						|
 | 
						|
		virtual void	getWorldPosition(float& posX,float& posY,float& posZ);
 | 
						|
		virtual void	getWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
 | 
						|
		virtual void	getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
 | 
						|
		
 | 
						|
		virtual void	setWorldPosition(float posX,float posY,float posZ);
 | 
						|
		virtual	void	setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
 | 
						|
		virtual void	getWorldOrientation(float* ori);
 | 
						|
		
 | 
						|
		virtual	void	calculateWorldTransformations();
 | 
						|
		
 | 
						|
		btTransform	m_worldTransform;
 | 
						|
		btVector3		m_localScaling;
 | 
						|
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
#endif //BULLET2_PHYSICSCONTROLLER_H
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