forked from bartvdbraak/blender
1105 lines
32 KiB
C++
1105 lines
32 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Joshua Leung, Sergej Reich
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file rb_bullet_api.cpp
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* \ingroup RigidBody
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* \brief Rigid Body API implementation for Bullet
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*/
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/*
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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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/* This file defines the "RigidBody interface" for the
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* Bullet Physics Engine. This API is designed to be used
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* from C-code in Blender as part of the Rigid Body simulation
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* system.
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*
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* It is based on the Bullet C-API, but is heavily modified to
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* give access to more data types and to offer a nicer interface.
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*
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* -- Joshua Leung, June 2010
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*/
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#include <stdio.h>
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#include <errno.h>
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#include "RBI_api.h"
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btScalar.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btConvexHullComputer.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
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#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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struct rbDynamicsWorld {
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btDiscreteDynamicsWorld *dynamicsWorld;
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btDefaultCollisionConfiguration *collisionConfiguration;
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btDispatcher *dispatcher;
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btBroadphaseInterface *pairCache;
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btConstraintSolver *constraintSolver;
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btOverlapFilterCallback *filterCallback;
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};
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struct rbRigidBody {
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btRigidBody *body;
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int col_groups;
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};
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struct rbVert {
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float x, y, z;
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};
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struct rbTri {
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int v0, v1, v2;
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};
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struct rbMeshData {
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btTriangleIndexVertexArray *index_array;
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rbVert *vertices;
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rbTri *triangles;
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int num_vertices;
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int num_triangles;
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};
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struct rbCollisionShape {
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btCollisionShape *cshape;
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rbMeshData *mesh;
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};
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struct rbFilterCallback : public btOverlapFilterCallback
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{
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virtual bool needBroadphaseCollision(btBroadphaseProxy *proxy0, btBroadphaseProxy *proxy1) const
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{
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rbRigidBody *rb0 = (rbRigidBody *)((btRigidBody *)proxy0->m_clientObject)->getUserPointer();
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rbRigidBody *rb1 = (rbRigidBody *)((btRigidBody *)proxy1->m_clientObject)->getUserPointer();
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bool collides;
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collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
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collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
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collides = collides && (rb0->col_groups & rb1->col_groups);
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return collides;
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}
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};
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static inline void copy_v3_btvec3(float vec[3], const btVector3 &btvec)
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{
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vec[0] = (float)btvec[0];
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vec[1] = (float)btvec[1];
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vec[2] = (float)btvec[2];
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}
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static inline void copy_quat_btquat(float quat[4], const btQuaternion &btquat)
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{
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quat[0] = btquat.getW();
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quat[1] = btquat.getX();
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quat[2] = btquat.getY();
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quat[3] = btquat.getZ();
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}
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/* ********************************** */
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/* Dynamics World Methods */
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/* Setup ---------------------------- */
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rbDynamicsWorld *RB_dworld_new(const float gravity[3])
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{
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rbDynamicsWorld *world = new rbDynamicsWorld;
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/* collision detection/handling */
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world->collisionConfiguration = new btDefaultCollisionConfiguration();
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world->dispatcher = new btCollisionDispatcher(world->collisionConfiguration);
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btGImpactCollisionAlgorithm::registerAlgorithm((btCollisionDispatcher *)world->dispatcher);
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world->pairCache = new btDbvtBroadphase();
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world->filterCallback = new rbFilterCallback();
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world->pairCache->getOverlappingPairCache()->setOverlapFilterCallback(world->filterCallback);
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/* constraint solving */
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world->constraintSolver = new btSequentialImpulseConstraintSolver();
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/* world */
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world->dynamicsWorld = new btDiscreteDynamicsWorld(world->dispatcher,
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world->pairCache,
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world->constraintSolver,
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world->collisionConfiguration);
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RB_dworld_set_gravity(world, gravity);
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return world;
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}
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void RB_dworld_delete(rbDynamicsWorld *world)
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{
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/* bullet doesn't like if we free these in a different order */
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delete world->dynamicsWorld;
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delete world->constraintSolver;
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delete world->pairCache;
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delete world->dispatcher;
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delete world->collisionConfiguration;
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delete world->filterCallback;
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delete world;
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}
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/* Settings ------------------------- */
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/* Gravity */
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void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3])
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{
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copy_v3_btvec3(g_out, world->dynamicsWorld->getGravity());
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}
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void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3])
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{
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world->dynamicsWorld->setGravity(btVector3(g_in[0], g_in[1], g_in[2]));
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}
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/* Constraint Solver */
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void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations)
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{
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btContactSolverInfo& info = world->dynamicsWorld->getSolverInfo();
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info.m_numIterations = num_solver_iterations;
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}
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/* Split Impulse */
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void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse)
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{
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btContactSolverInfo& info = world->dynamicsWorld->getSolverInfo();
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info.m_splitImpulse = split_impulse;
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}
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/* Simulation ----------------------- */
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void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep)
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{
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world->dynamicsWorld->stepSimulation(timeStep, maxSubSteps, timeSubStep);
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}
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/* Export -------------------------- */
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/**
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* Exports entire dynamics world to Bullet's "*.bullet" binary format
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* which is similar to Blender's SDNA system.
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*
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* \param world Dynamics world to write to file
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* \param filename Assumed to be a valid filename, with .bullet extension
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*/
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void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
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{
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//create a large enough buffer. There is no method to pre-calculate the buffer size yet.
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int maxSerializeBufferSize = 1024 * 1024 * 5;
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btDefaultSerializer *serializer = new btDefaultSerializer(maxSerializeBufferSize);
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world->dynamicsWorld->serialize(serializer);
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FILE *file = fopen(filename, "wb");
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if (file) {
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fwrite(serializer->getBufferPointer(), serializer->getCurrentBufferSize(), 1, file);
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fclose(file);
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}
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else {
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fprintf(stderr, "RB_dworld_export: %s\n", strerror(errno));
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}
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}
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/* ********************************** */
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/* Rigid Body Methods */
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/* Setup ---------------------------- */
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void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *object, int col_groups)
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{
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btRigidBody *body = object->body;
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object->col_groups = col_groups;
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world->dynamicsWorld->addRigidBody(body);
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}
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void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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world->dynamicsWorld->removeRigidBody(body);
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}
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/* Collision detection */
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void RB_world_convex_sweep_test(
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rbDynamicsWorld *world, rbRigidBody *object,
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const float loc_start[3], const float loc_end[3],
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float v_location[3], float v_hitpoint[3], float v_normal[3], int *r_hit)
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{
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btRigidBody *body = object->body;
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btCollisionShape *collisionShape = body->getCollisionShape();
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/* only convex shapes are supported, but user can specify a non convex shape */
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if (collisionShape->isConvex()) {
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btCollisionWorld::ClosestConvexResultCallback result(btVector3(loc_start[0], loc_start[1], loc_start[2]), btVector3(loc_end[0], loc_end[1], loc_end[2]));
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btQuaternion obRot = body->getWorldTransform().getRotation();
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btTransform rayFromTrans;
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rayFromTrans.setIdentity();
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rayFromTrans.setRotation(obRot);
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rayFromTrans.setOrigin(btVector3(loc_start[0], loc_start[1], loc_start[2]));
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btTransform rayToTrans;
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rayToTrans.setIdentity();
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rayToTrans.setRotation(obRot);
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rayToTrans.setOrigin(btVector3(loc_end[0], loc_end[1], loc_end[2]));
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world->dynamicsWorld->convexSweepTest((btConvexShape *)collisionShape, rayFromTrans, rayToTrans, result, 0);
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if (result.hasHit()) {
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*r_hit = 1;
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v_location[0] = result.m_convexFromWorld[0] + (result.m_convexToWorld[0] - result.m_convexFromWorld[0]) * result.m_closestHitFraction;
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v_location[1] = result.m_convexFromWorld[1] + (result.m_convexToWorld[1] - result.m_convexFromWorld[1]) * result.m_closestHitFraction;
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v_location[2] = result.m_convexFromWorld[2] + (result.m_convexToWorld[2] - result.m_convexFromWorld[2]) * result.m_closestHitFraction;
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v_hitpoint[0] = result.m_hitPointWorld[0];
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v_hitpoint[1] = result.m_hitPointWorld[1];
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v_hitpoint[2] = result.m_hitPointWorld[2];
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v_normal[0] = result.m_hitNormalWorld[0];
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v_normal[1] = result.m_hitNormalWorld[1];
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v_normal[2] = result.m_hitNormalWorld[2];
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}
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else {
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*r_hit = 0;
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}
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}
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else {
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/* we need to return a value if user passes non convex body, to report */
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*r_hit = -2;
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}
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}
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/* ............ */
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rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4])
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{
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rbRigidBody *object = new rbRigidBody;
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/* current transform */
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btTransform trans;
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trans.setOrigin(btVector3(loc[0], loc[1], loc[2]));
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trans.setRotation(btQuaternion(rot[1], rot[2], rot[3], rot[0]));
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/* create motionstate, which is necessary for interpolation (includes reverse playback) */
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btDefaultMotionState *motionState = new btDefaultMotionState(trans);
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/* make rigidbody */
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btRigidBody::btRigidBodyConstructionInfo rbInfo(1.0f, motionState, shape->cshape);
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object->body = new btRigidBody(rbInfo);
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object->body->setUserPointer(object);
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return object;
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}
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void RB_body_delete(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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/* motion state */
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btMotionState *ms = body->getMotionState();
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if (ms)
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delete ms;
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/* collision shape is done elsewhere... */
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/* body itself */
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/* manually remove constraint refs of the rigid body, normally this happens when removing constraints from the world
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* but since we delete everything when the world is rebult, we need to do it manually here */
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for (int i = body->getNumConstraintRefs() - 1; i >= 0; i--) {
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btTypedConstraint *con = body->getConstraintRef(i);
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body->removeConstraintRef(con);
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}
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delete body;
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delete object;
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}
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/* Settings ------------------------- */
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void RB_body_set_collision_shape(rbRigidBody *object, rbCollisionShape *shape)
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{
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btRigidBody *body = object->body;
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/* set new collision shape */
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body->setCollisionShape(shape->cshape);
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/* recalculate inertia, since that depends on the collision shape... */
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RB_body_set_mass(object, RB_body_get_mass(object));
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}
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/* ............ */
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float RB_body_get_mass(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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/* there isn't really a mass setting, but rather 'inverse mass'
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* which we convert back to mass by taking the reciprocal again
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*/
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float value = (float)body->getInvMass();
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if (value)
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value = 1.0f / value;
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return value;
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}
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void RB_body_set_mass(rbRigidBody *object, float value)
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{
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btRigidBody *body = object->body;
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btVector3 localInertia(0, 0, 0);
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/* calculate new inertia if non-zero mass */
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if (value) {
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btCollisionShape *shape = body->getCollisionShape();
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shape->calculateLocalInertia(value, localInertia);
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}
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body->setMassProps(value, localInertia);
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body->updateInertiaTensor();
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}
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float RB_body_get_friction(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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return body->getFriction();
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}
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void RB_body_set_friction(rbRigidBody *object, float value)
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{
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btRigidBody *body = object->body;
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body->setFriction(value);
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}
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float RB_body_get_restitution(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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return body->getRestitution();
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}
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void RB_body_set_restitution(rbRigidBody *object, float value)
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{
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btRigidBody *body = object->body;
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body->setRestitution(value);
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}
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float RB_body_get_linear_damping(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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return body->getLinearDamping();
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}
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void RB_body_set_linear_damping(rbRigidBody *object, float value)
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{
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RB_body_set_damping(object, value, RB_body_get_linear_damping(object));
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}
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float RB_body_get_angular_damping(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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return body->getAngularDamping();
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}
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void RB_body_set_angular_damping(rbRigidBody *object, float value)
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{
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RB_body_set_damping(object, RB_body_get_linear_damping(object), value);
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}
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void RB_body_set_damping(rbRigidBody *object, float linear, float angular)
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{
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btRigidBody *body = object->body;
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body->setDamping(linear, angular);
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}
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float RB_body_get_linear_sleep_thresh(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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return body->getLinearSleepingThreshold();
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}
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void RB_body_set_linear_sleep_thresh(rbRigidBody *object, float value)
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{
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RB_body_set_sleep_thresh(object, value, RB_body_get_angular_sleep_thresh(object));
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}
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float RB_body_get_angular_sleep_thresh(rbRigidBody *object)
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{
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btRigidBody *body = object->body;
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return body->getAngularSleepingThreshold();
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}
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void RB_body_set_angular_sleep_thresh(rbRigidBody *object, float value)
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{
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RB_body_set_sleep_thresh(object, RB_body_get_linear_sleep_thresh(object), value);
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}
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void RB_body_set_sleep_thresh(rbRigidBody *object, float linear, float angular)
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{
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btRigidBody *body = object->body;
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body->setSleepingThresholds(linear, angular);
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}
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/* ............ */
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void RB_body_get_linear_velocity(rbRigidBody *object, float v_out[3])
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{
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btRigidBody *body = object->body;
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copy_v3_btvec3(v_out, body->getLinearVelocity());
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}
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void RB_body_set_linear_velocity(rbRigidBody *object, const float v_in[3])
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{
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btRigidBody *body = object->body;
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body->setLinearVelocity(btVector3(v_in[0], v_in[1], v_in[2]));
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}
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|
|
void RB_body_get_angular_velocity(rbRigidBody *object, float v_out[3])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
|
|
copy_v3_btvec3(v_out, body->getAngularVelocity());
|
|
}
|
|
|
|
void RB_body_set_angular_velocity(rbRigidBody *object, const float v_in[3])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
|
|
body->setAngularVelocity(btVector3(v_in[0], v_in[1], v_in[2]));
|
|
}
|
|
|
|
void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z)
|
|
{
|
|
btRigidBody *body = object->body;
|
|
body->setLinearFactor(btVector3(x, y, z));
|
|
}
|
|
|
|
void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z)
|
|
{
|
|
btRigidBody *body = object->body;
|
|
body->setAngularFactor(btVector3(x, y, z));
|
|
}
|
|
|
|
/* ............ */
|
|
|
|
void RB_body_set_kinematic_state(rbRigidBody *object, int kinematic)
|
|
{
|
|
btRigidBody *body = object->body;
|
|
if (kinematic)
|
|
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
else
|
|
body->setCollisionFlags(body->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
|
|
/* ............ */
|
|
|
|
void RB_body_set_activation_state(rbRigidBody *object, int use_deactivation)
|
|
{
|
|
btRigidBody *body = object->body;
|
|
if (use_deactivation)
|
|
body->forceActivationState(ACTIVE_TAG);
|
|
else
|
|
body->setActivationState(DISABLE_DEACTIVATION);
|
|
}
|
|
void RB_body_activate(rbRigidBody *object)
|
|
{
|
|
btRigidBody *body = object->body;
|
|
body->setActivationState(ACTIVE_TAG);
|
|
}
|
|
void RB_body_deactivate(rbRigidBody *object)
|
|
{
|
|
btRigidBody *body = object->body;
|
|
body->setActivationState(ISLAND_SLEEPING);
|
|
}
|
|
|
|
/* ............ */
|
|
|
|
|
|
|
|
/* Simulation ----------------------- */
|
|
|
|
/* The transform matrices Blender uses are OpenGL-style matrices,
|
|
* while Bullet uses the Right-Handed coordinate system style instead.
|
|
*/
|
|
|
|
void RB_body_get_transform_matrix(rbRigidBody *object, float m_out[4][4])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
btMotionState *ms = body->getMotionState();
|
|
|
|
btTransform trans;
|
|
ms->getWorldTransform(trans);
|
|
|
|
trans.getOpenGLMatrix((btScalar *)m_out);
|
|
}
|
|
|
|
void RB_body_set_loc_rot(rbRigidBody *object, const float loc[3], const float rot[4])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
btMotionState *ms = body->getMotionState();
|
|
|
|
/* set transform matrix */
|
|
btTransform trans;
|
|
trans.setOrigin(btVector3(loc[0], loc[1], loc[2]));
|
|
trans.setRotation(btQuaternion(rot[1], rot[2], rot[3], rot[0]));
|
|
|
|
ms->setWorldTransform(trans);
|
|
}
|
|
|
|
void RB_body_set_scale(rbRigidBody *object, const float scale[3])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
|
|
/* apply scaling factor from matrix above to the collision shape */
|
|
btCollisionShape *cshape = body->getCollisionShape();
|
|
if (cshape) {
|
|
cshape->setLocalScaling(btVector3(scale[0], scale[1], scale[2]));
|
|
|
|
/* GIimpact shapes have to be updated to take scaling into account */
|
|
if (cshape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
|
|
((btGImpactMeshShape *)cshape)->updateBound();
|
|
}
|
|
}
|
|
|
|
/* ............ */
|
|
/* Read-only state info about status of simulation */
|
|
|
|
void RB_body_get_position(rbRigidBody *object, float v_out[3])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
|
|
copy_v3_btvec3(v_out, body->getWorldTransform().getOrigin());
|
|
}
|
|
|
|
void RB_body_get_orientation(rbRigidBody *object, float v_out[4])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
|
|
copy_quat_btquat(v_out, body->getWorldTransform().getRotation());
|
|
}
|
|
|
|
/* ............ */
|
|
/* Overrides for simulation */
|
|
|
|
void RB_body_apply_central_force(rbRigidBody *object, const float v_in[3])
|
|
{
|
|
btRigidBody *body = object->body;
|
|
|
|
body->applyCentralForce(btVector3(v_in[0], v_in[1], v_in[2]));
|
|
}
|
|
|
|
/* ********************************** */
|
|
/* Collision Shape Methods */
|
|
|
|
/* Setup (Standard Shapes) ----------- */
|
|
|
|
rbCollisionShape *RB_shape_new_box(float x, float y, float z)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
shape->cshape = new btBoxShape(btVector3(x, y, z));
|
|
shape->mesh = NULL;
|
|
return shape;
|
|
}
|
|
|
|
rbCollisionShape *RB_shape_new_sphere(float radius)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
shape->cshape = new btSphereShape(radius);
|
|
shape->mesh = NULL;
|
|
return shape;
|
|
}
|
|
|
|
rbCollisionShape *RB_shape_new_capsule(float radius, float height)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
shape->cshape = new btCapsuleShapeZ(radius, height);
|
|
shape->mesh = NULL;
|
|
return shape;
|
|
}
|
|
|
|
rbCollisionShape *RB_shape_new_cone(float radius, float height)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
shape->cshape = new btConeShapeZ(radius, height);
|
|
shape->mesh = NULL;
|
|
return shape;
|
|
}
|
|
|
|
rbCollisionShape *RB_shape_new_cylinder(float radius, float height)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
shape->cshape = new btCylinderShapeZ(btVector3(radius, radius, height));
|
|
shape->mesh = NULL;
|
|
return shape;
|
|
}
|
|
|
|
/* Setup (Convex Hull) ------------ */
|
|
|
|
rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed)
|
|
{
|
|
btConvexHullComputer hull_computer = btConvexHullComputer();
|
|
|
|
// try to embed the margin, if that fails don't shrink the hull
|
|
if (hull_computer.compute(verts, stride, count, margin, 0.0f) < 0.0f) {
|
|
hull_computer.compute(verts, stride, count, 0.0f, 0.0f);
|
|
*can_embed = false;
|
|
}
|
|
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
btConvexHullShape *hull_shape = new btConvexHullShape(&(hull_computer.vertices[0].getX()), hull_computer.vertices.size());
|
|
|
|
shape->cshape = hull_shape;
|
|
shape->mesh = NULL;
|
|
return shape;
|
|
}
|
|
|
|
/* Setup (Triangle Mesh) ---------- */
|
|
|
|
/* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles */
|
|
|
|
rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts)
|
|
{
|
|
rbMeshData *mesh = new rbMeshData;
|
|
mesh->vertices = new rbVert[num_verts];
|
|
mesh->triangles = new rbTri[num_tris];
|
|
mesh->num_vertices = num_verts;
|
|
mesh->num_triangles = num_tris;
|
|
|
|
return mesh;
|
|
}
|
|
|
|
static void RB_trimesh_data_delete(rbMeshData *mesh)
|
|
{
|
|
delete mesh->index_array;
|
|
delete[] mesh->vertices;
|
|
delete[] mesh->triangles;
|
|
delete mesh;
|
|
}
|
|
|
|
void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride)
|
|
{
|
|
for (int i = 0; i < num_verts; i++) {
|
|
float *vert = (float*)(((char*)vertices + i * vert_stride));
|
|
mesh->vertices[i].x = vert[0];
|
|
mesh->vertices[i].y = vert[1];
|
|
mesh->vertices[i].z = vert[2];
|
|
}
|
|
}
|
|
void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
|
|
{
|
|
mesh->triangles[num].v0 = index0;
|
|
mesh->triangles[num].v1 = index1;
|
|
mesh->triangles[num].v2 = index2;
|
|
}
|
|
|
|
void RB_trimesh_finish(rbMeshData *mesh)
|
|
{
|
|
mesh->index_array = new btTriangleIndexVertexArray(mesh->num_triangles, (int*)mesh->triangles, sizeof(rbTri),
|
|
mesh->num_vertices, (float*)mesh->vertices, sizeof(rbVert));
|
|
}
|
|
|
|
rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
|
|
/* triangle-mesh we create is a BVH wrapper for triangle mesh data (for faster lookups) */
|
|
// RB_TODO perhaps we need to allow saving out this for performance when rebuilding?
|
|
btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(mesh->index_array, true, true);
|
|
|
|
shape->cshape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
|
|
shape->mesh = mesh;
|
|
return shape;
|
|
}
|
|
|
|
void RB_shape_trimesh_update(rbCollisionShape *shape, float *vertices, int num_verts, int vert_stride, float min[3], float max[3])
|
|
{
|
|
if (shape->mesh == NULL || num_verts != shape->mesh->num_vertices)
|
|
return;
|
|
|
|
for (int i = 0; i < num_verts; i++) {
|
|
float *vert = (float*)(((char*)vertices + i * vert_stride));
|
|
shape->mesh->vertices[i].x = vert[0];
|
|
shape->mesh->vertices[i].y = vert[1];
|
|
shape->mesh->vertices[i].z = vert[2];
|
|
}
|
|
|
|
if (shape->cshape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
|
|
btScaledBvhTriangleMeshShape *scaled_shape = (btScaledBvhTriangleMeshShape *)shape->cshape;
|
|
btBvhTriangleMeshShape *mesh_shape = scaled_shape->getChildShape();
|
|
mesh_shape->refitTree(btVector3(min[0], min[1], min[2]), btVector3(max[0], max[1], max[2]));
|
|
}
|
|
else if (shape->cshape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE) {
|
|
btGImpactMeshShape *mesh_shape = (btGImpactMeshShape*)shape->cshape;
|
|
mesh_shape->updateBound();
|
|
}
|
|
}
|
|
|
|
rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh)
|
|
{
|
|
rbCollisionShape *shape = new rbCollisionShape;
|
|
|
|
btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(mesh->index_array);
|
|
gimpactShape->updateBound(); // TODO: add this to the update collision margin call?
|
|
|
|
shape->cshape = gimpactShape;
|
|
shape->mesh = mesh;
|
|
return shape;
|
|
}
|
|
|
|
/* Cleanup --------------------------- */
|
|
|
|
void RB_shape_delete(rbCollisionShape *shape)
|
|
{
|
|
if (shape->cshape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
|
|
btBvhTriangleMeshShape *child_shape = ((btScaledBvhTriangleMeshShape *)shape->cshape)->getChildShape();
|
|
if (child_shape)
|
|
delete child_shape;
|
|
}
|
|
if (shape->mesh)
|
|
RB_trimesh_data_delete(shape->mesh);
|
|
delete shape->cshape;
|
|
delete shape;
|
|
}
|
|
|
|
/* Settings --------------------------- */
|
|
|
|
float RB_shape_get_margin(rbCollisionShape *shape)
|
|
{
|
|
return shape->cshape->getMargin();
|
|
}
|
|
|
|
void RB_shape_set_margin(rbCollisionShape *shape, float value)
|
|
{
|
|
shape->cshape->setMargin(value);
|
|
}
|
|
|
|
/* ********************************** */
|
|
/* Constraints */
|
|
|
|
/* Setup ----------------------------- */
|
|
|
|
void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions)
|
|
{
|
|
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
|
|
|
world->dynamicsWorld->addConstraint(constraint, disable_collisions);
|
|
}
|
|
|
|
void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con)
|
|
{
|
|
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
|
|
|
world->dynamicsWorld->removeConstraint(constraint);
|
|
}
|
|
|
|
/* ............ */
|
|
|
|
static void make_constraint_transforms(btTransform &transform1, btTransform &transform2, btRigidBody *body1, btRigidBody *body2, float pivot[3], float orn[4])
|
|
{
|
|
btTransform pivot_transform = btTransform();
|
|
pivot_transform.setOrigin(btVector3(pivot[0], pivot[1], pivot[2]));
|
|
pivot_transform.setRotation(btQuaternion(orn[1], orn[2], orn[3], orn[0]));
|
|
|
|
transform1 = body1->getWorldTransform().inverse() * pivot_transform;
|
|
transform2 = body2->getWorldTransform().inverse() * pivot_transform;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_point(float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
|
|
btVector3 pivot1 = body1->getWorldTransform().inverse() * btVector3(pivot[0], pivot[1], pivot[2]);
|
|
btVector3 pivot2 = body2->getWorldTransform().inverse() * btVector3(pivot[0], pivot[1], pivot[2]);
|
|
|
|
btTypedConstraint *con = new btPoint2PointConstraint(*body1, *body2, pivot1, pivot2);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btFixedConstraint *con = new btFixedConstraint(*body1, *body2, transform1, transform2);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btHingeConstraint *con = new btHingeConstraint(*body1, *body2, transform1, transform2);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btSliderConstraint *con = new btSliderConstraint(*body1, *body2, transform1, transform2, true);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btSliderConstraint *con = new btSliderConstraint(*body1, *body2, transform1, transform2, true);
|
|
con->setUpperAngLimit(-1.0f); // unlock rotation axis
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btTypedConstraint *con = new btGeneric6DofConstraint(*body1, *body2, transform1, transform2, true);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btTypedConstraint *con = new btGeneric6DofSpringConstraint(*body1, *body2, transform1, transform2, true);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
rbConstraint *RB_constraint_new_motor(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
|
{
|
|
btRigidBody *body1 = rb1->body;
|
|
btRigidBody *body2 = rb2->body;
|
|
btTransform transform1;
|
|
btTransform transform2;
|
|
|
|
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
|
|
|
btGeneric6DofConstraint *con = new btGeneric6DofConstraint(*body1, *body2, transform1, transform2, true);
|
|
|
|
/* unlock constraint axes */
|
|
for (int i = 0; i < 6; i++) {
|
|
con->setLimit(i, 0.0f, -1.0f);
|
|
}
|
|
/* unlock motor axes */
|
|
con->getTranslationalLimitMotor()->m_upperLimit.setValue(-1.0f, -1.0f, -1.0f);
|
|
|
|
return (rbConstraint *)con;
|
|
}
|
|
|
|
/* Cleanup ----------------------------- */
|
|
|
|
void RB_constraint_delete(rbConstraint *con)
|
|
{
|
|
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
|
delete constraint;
|
|
}
|
|
|
|
/* Settings ------------------------- */
|
|
|
|
void RB_constraint_set_enabled(rbConstraint *con, int enabled)
|
|
{
|
|
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
|
|
|
constraint->setEnabled(enabled);
|
|
}
|
|
|
|
void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper)
|
|
{
|
|
btHingeConstraint *constraint = reinterpret_cast<btHingeConstraint*>(con);
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// RB_TODO expose these
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float softness = 0.9f;
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float bias_factor = 0.3f;
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float relaxation_factor = 1.0f;
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|
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constraint->setLimit(lower, upper, softness, bias_factor, relaxation_factor);
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}
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|
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void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper)
|
|
{
|
|
btSliderConstraint *constraint = reinterpret_cast<btSliderConstraint*>(con);
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|
|
|
constraint->setLowerLinLimit(lower);
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|
constraint->setUpperLinLimit(upper);
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|
}
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|
|
|
void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper)
|
|
{
|
|
btSliderConstraint *constraint = reinterpret_cast<btSliderConstraint*>(con);
|
|
|
|
constraint->setLowerLinLimit(lin_lower);
|
|
constraint->setUpperLinLimit(lin_upper);
|
|
constraint->setLowerAngLimit(ang_lower);
|
|
constraint->setUpperAngLimit(ang_upper);
|
|
}
|
|
|
|
void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper)
|
|
{
|
|
btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint*>(con);
|
|
|
|
constraint->setLimit(axis, lower, upper);
|
|
}
|
|
|
|
void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness)
|
|
{
|
|
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
|
|
|
constraint->setStiffness(axis, stiffness);
|
|
}
|
|
|
|
void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping)
|
|
{
|
|
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
|
|
|
// invert damping range so that 0 = no damping
|
|
constraint->setDamping(axis, 1.0f - damping);
|
|
}
|
|
|
|
void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable)
|
|
{
|
|
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
|
|
|
constraint->enableSpring(axis, enable);
|
|
}
|
|
|
|
void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con)
|
|
{
|
|
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
|
|
|
constraint->setEquilibriumPoint();
|
|
}
|
|
|
|
void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations)
|
|
{
|
|
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
|
|
|
constraint->setOverrideNumSolverIterations(num_solver_iterations);
|
|
}
|
|
|
|
void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold)
|
|
{
|
|
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
|
|
|
constraint->setBreakingImpulseThreshold(threshold);
|
|
}
|
|
|
|
void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang)
|
|
{
|
|
btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint*>(con);
|
|
|
|
constraint->getTranslationalLimitMotor()->m_enableMotor[0] = enable_lin;
|
|
constraint->getRotationalLimitMotor(0)->m_enableMotor = enable_ang;
|
|
}
|
|
|
|
void RB_constraint_set_max_impulse_motor(rbConstraint *con, float max_impulse_lin, float max_impulse_ang)
|
|
{
|
|
btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint*>(con);
|
|
|
|
constraint->getTranslationalLimitMotor()->m_maxMotorForce.setX(max_impulse_lin);
|
|
constraint->getRotationalLimitMotor(0)->m_maxMotorForce = max_impulse_ang;
|
|
}
|
|
|
|
void RB_constraint_set_target_velocity_motor(rbConstraint *con, float velocity_lin, float velocity_ang)
|
|
{
|
|
btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint*>(con);
|
|
|
|
constraint->getTranslationalLimitMotor()->m_targetVelocity.setX(velocity_lin);
|
|
constraint->getRotationalLimitMotor(0)->m_targetVelocity = velocity_ang;
|
|
}
|
|
|
|
/* ********************************** */
|