forked from bartvdbraak/blender
255 lines
8.1 KiB
C++
255 lines
8.1 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 "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 "SimdVector3.h"
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#include "SimdScalar.h"
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#include "SimdMatrix3x3.h"
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#include "SimdTransform.h"
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#include "Dynamics/RigidBody.h"
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#include "PHY_IMotionState.h"
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#include "BroadphaseCollision/BroadphaseProxy.h" //for CollisionShape access
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class CollisionShape;
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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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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 CollisionDispatcher::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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AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter,
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};
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CcdConstructionInfo()
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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_collisionFlags(0),
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m_collisionFilterGroup(DefaultFilter),
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m_collisionFilterMask(AllFilter),
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m_MotionState(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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SimdVector3 m_localInertiaTensor;
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SimdVector3 m_gravity;
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SimdVector3 m_scaling;
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SimdScalar m_mass;
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SimdScalar m_restitution;
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SimdScalar m_friction;
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SimdScalar m_linearDamping;
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SimdScalar m_angularDamping;
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int m_collisionFlags;
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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 CollisionDispatcher::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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CollisionShape* m_collisionShape;
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class PHY_IMotionState* m_MotionState;
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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 RigidBody;
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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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RigidBody* m_body;
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class PHY_IMotionState* m_MotionState;
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void* m_newClientInfo;
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CcdConstructionInfo m_cci;//needed for replication
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void GetWorldOrientation(SimdMatrix3x3& mat);
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void CreateRigidbody();
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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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RigidBody* GetRigidBody() { return m_body;}
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CollisionShape* GetCollisionShape() {
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return m_body->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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static SimdTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
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void SetAabb(const SimdVector3& aabbMin,const SimdVector3& 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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};
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///DefaultMotionState implements standard motionstate, using SimdTransform
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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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SimdTransform m_worldTransform;
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SimdVector3 m_localScaling;
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};
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#endif //BULLET2_PHYSICSCONTROLLER_H
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