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btRigidBody.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_src\BulletDynamics\Dynamics\btRigidBody.h
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/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 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. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef RIGIDBODY_H #define RIGIDBODY_H #include "LinearMath/btAlignedObjectArray.h" #include "LinearMath/btPoint3.h" #include "LinearMath/btTransform.h" #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" #include "BulletCollision/CollisionDispatch/btCollisionObject.h" class btCollisionShape; class btMotionState; class btTypedConstraint; extern btScalar gDeactivationTime; extern bool gDisableDeactivation; ///btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape. ///It is recommended for performance and memory use to share btCollisionShape objects whenever possible. ///There are 3 types of rigid bodies: ///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. ///- B) Fixed objects with zero mass. They are not moving (basically collision objects) ///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. ///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. ///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects) class btRigidBody : public btCollisionObject { btMatrix3x3 m_invInertiaTensorWorld; btVector3 m_linearVelocity; btVector3 m_angularVelocity; btScalar m_inverseMass; btScalar m_angularFactor; btVector3 m_gravity; btVector3 m_invInertiaLocal; btVector3 m_totalForce; btVector3 m_totalTorque; btScalar m_linearDamping; btScalar m_angularDamping; bool m_additionalDamping; btScalar m_additionalDampingFactor; btScalar m_additionalLinearDampingThresholdSqr; btScalar m_additionalAngularDampingThresholdSqr; btScalar m_additionalAngularDampingFactor; btScalar m_linearSleepingThreshold; btScalar m_angularSleepingThreshold; //m_optionalMotionState allows to automatic synchronize the world transform for active objects btMotionState* m_optionalMotionState; //keep track of typed constraints referencing this rigid body btAlignedObjectArray
m_constraintRefs; public: ///btRigidBodyConstructionInfo provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument) ///You can use the motion state to synchronize the world transform between physics and graphics objects. ///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, ///m_startWorldTransform is only used when you don't provide a motion state. struct btRigidBodyConstructionInfo { btScalar m_mass; ///When a motionState is provided, the rigid body will initialize its world transform from the motion state ///In this case, m_startWorldTransform is ignored. btMotionState* m_motionState; btTransform m_startWorldTransform; btCollisionShape* m_collisionShape; btVector3 m_localInertia; btScalar m_linearDamping; btScalar m_angularDamping; ///best simulation results when friction is non-zero btScalar m_friction; ///best simulation results using zero restitution. btScalar m_restitution; btScalar m_linearSleepingThreshold; btScalar m_angularSleepingThreshold; //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete bool m_additionalDamping; btScalar m_additionalDampingFactor; btScalar m_additionalLinearDampingThresholdSqr; btScalar m_additionalAngularDampingThresholdSqr; btScalar m_additionalAngularDampingFactor; btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)): m_mass(mass), m_motionState(motionState), m_collisionShape(collisionShape), m_localInertia(localInertia), m_linearDamping(btScalar(0.)), m_angularDamping(btScalar(0.)), m_friction(btScalar(0.5)), m_restitution(btScalar(0.)), m_linearSleepingThreshold(btScalar(0.8)), m_angularSleepingThreshold(btScalar(1.f)), m_additionalDamping(false), m_additionalDampingFactor(btScalar(0.005)), m_additionalLinearDampingThresholdSqr(btScalar(0.01)), m_additionalAngularDampingThresholdSqr(btScalar(0.01)), m_additionalAngularDampingFactor(btScalar(0.01)) { m_startWorldTransform.setIdentity(); } }; ///btRigidBody constructor using construction info btRigidBody( const btRigidBodyConstructionInfo& constructionInfo); static btRigidBody* Clone(btRigidBody* ref){ btRigidBodyConstructionInfo info(0,NULL,NULL); info.m_mass = ref->m_inverseMass == btScalar(0.0)?btScalar(0.0):btScalar(1.0) / ref->m_inverseMass; btVector3 inertia = ref->m_invInertiaLocal; info.m_localInertia.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0), inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0), inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0)); //m_inverseMass = ref->m_inverseMass; info.m_collisionShape = ref->m_collisionShape; //m_invInertiaLocal = ref->m_invInertiaLocal; info.m_linearDamping = ref->m_linearDamping; info.m_angularDamping = ref->m_angularDamping; info.m_friction = ref->m_friction; info.m_restitution = ref->m_restitution; info.m_linearSleepingThreshold = ref->m_linearSleepingThreshold; info.m_angularSleepingThreshold = ref->m_angularSleepingThreshold; info.m_additionalDamping = ref->m_additionalDamping; info.m_additionalDampingFactor = ref->m_additionalDampingFactor; info.m_additionalLinearDampingThresholdSqr = ref->m_additionalLinearDampingThresholdSqr; info.m_additionalAngularDampingThresholdSqr = ref->m_additionalAngularDampingThresholdSqr; info.m_additionalAngularDampingFactor = ref->m_additionalAngularDampingFactor; return new btRigidBody(info); }; ///btRigidBody constructor for backwards compatibility. ///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo) btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)); virtual ~btRigidBody() { //No constraints should point to this rigidbody //Remove constraints from the dynamics world before you delete the related rigidbodies. btAssert(m_constraintRefs.size()==0); } protected: ///setupRigidBody is only used internally by the constructor void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo); public: void proceedToTransform(const btTransform& newTrans); ///to keep collision detection and dynamics separate we don't store a rigidbody pointer ///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast static const btRigidBody* upcast(const btCollisionObject* colObj) { return (const btRigidBody*)colObj->getInternalOwner(); } static btRigidBody* upcast(btCollisionObject* colObj) { return (btRigidBody*)colObj->getInternalOwner(); } /// continuous collision detection needs prediction void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ; void saveKinematicState(btScalar step); void applyGravity(); void setGravity(const btVector3& acceleration); const btVector3& getGravity() const { return m_gravity; } void setDamping(btScalar lin_damping, btScalar ang_damping); void applyDamping(btScalar timeStep); SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { return m_collisionShape; } SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() { return m_collisionShape; } void setMassProps(btScalar mass, const btVector3& inertia); btScalar getInvMass() const { return m_inverseMass; } const btMatrix3x3& getInvInertiaTensorWorld() const { return m_invInertiaTensorWorld; } void integrateVelocities(btScalar step); void setCenterOfMassTransform(const btTransform& xform); void applyCentralForce(const btVector3& force) { m_totalForce += force; } const btVector3& getInvInertiaDiagLocal() { return m_invInertiaLocal; }; void setInvInertiaDiagLocal(const btVector3& diagInvInertia) { m_invInertiaLocal = diagInvInertia; } void setSleepingThresholds(btScalar linear,btScalar angular) { m_linearSleepingThreshold = linear; m_angularSleepingThreshold = angular; } void applyTorque(const btVector3& torque) { m_totalTorque += torque; } void applyForce(const btVector3& force, const btVector3& rel_pos) { applyCentralForce(force); applyTorque(rel_pos.cross(force)); } void applyCentralImpulse(const btVector3& impulse) { m_linearVelocity += impulse * m_inverseMass; } void applyTorqueImpulse(const btVector3& torque) { m_angularVelocity += m_invInertiaTensorWorld * torque; } void applyImpulse(const btVector3& impulse, const btVector3& rel_pos) { if (m_inverseMass != btScalar(0.)) { applyCentralImpulse(impulse); if (m_angularFactor) { applyTorqueImpulse(rel_pos.cross(impulse)*m_angularFactor); } } } //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) { if (m_inverseMass != btScalar(0.)) { m_linearVelocity += linearComponent*impulseMagnitude; if (m_angularFactor) { m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor; } } } void clearForces() { m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); } void updateInertiaTensor(); const btPoint3& getCenterOfMassPosition() const { return m_worldTransform.getOrigin(); } btQuaternion getOrientation() const; const btTransform& getCenterOfMassTransform() const { return m_worldTransform; } const btVector3& getLinearVelocity() const { return m_linearVelocity; } const btVector3& getAngularVelocity() const { return m_angularVelocity; } inline void setLinearVelocity(const btVector3& lin_vel) { assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT); m_linearVelocity = lin_vel; } inline void setAngularVelocity(const btVector3& ang_vel) { assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT); { m_angularVelocity = ang_vel; } } btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const { //we also calculate lin/ang velocity for kinematic objects return m_linearVelocity + m_angularVelocity.cross(rel_pos); //for kinematic objects, we could also use use: // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep; } void translate(const btVector3& v) { m_worldTransform.getOrigin() += v; } void getAabb(btVector3& aabbMin,btVector3& aabbMax) const; SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btPoint3& pos, const btVector3& normal) const { btVector3 r0 = pos - getCenterOfMassPosition(); btVector3 c0 = (r0).cross(normal); btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0); return m_inverseMass + normal.dot(vec); } SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const { btVector3 vec = axis * getInvInertiaTensorWorld(); return axis.dot(vec); } SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep) { if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION)) return; if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) && (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold)) { m_deactivationTime += timeStep; } else { m_deactivationTime=btScalar(0.); setActivationState(0); } } SIMD_FORCE_INLINE bool wantsSleeping() { if (getActivationState() == DISABLE_DEACTIVATION) return false; //disable deactivation if (gDisableDeactivation || (gDeactivationTime == btScalar(0.))) return false; if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) return true; if (m_deactivationTime> gDeactivationTime) { return true; } return false; } const btBroadphaseProxy* getBroadphaseProxy() const { return m_broadphaseHandle; } btBroadphaseProxy* getBroadphaseProxy() { return m_broadphaseHandle; } void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy) { m_broadphaseHandle = broadphaseProxy; } //btMotionState allows to automatic synchronize the world transform for active objects btMotionState* getMotionState() { return m_optionalMotionState; } const btMotionState* getMotionState() const { return m_optionalMotionState; } void setMotionState(btMotionState* motionState) { m_optionalMotionState = motionState; if (m_optionalMotionState) motionState->getWorldTransform(m_worldTransform); } //for experimental overriding of friction/contact solver func int m_contactSolverType; int m_frictionSolverType; void setAngularFactor(btScalar angFac) { m_angularFactor = angFac; } btScalar getAngularFactor() const { return m_angularFactor; } //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase? bool isInWorld() const { return (getBroadphaseProxy() != 0); } virtual bool checkCollideWithOverride(btCollisionObject* co); void addConstraintRef(btTypedConstraint* c); void removeConstraintRef(btTypedConstraint* c); btTypedConstraint* getConstraintRef(int index) { return m_constraintRefs[index]; } int getNumConstraintRefs() { return m_constraintRefs.size(); } int m_debugBodyId; }; #endif
btRigidBody.h
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