forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			115 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			115 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*
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								Bullet Continuous Collision Detection and Physics Library
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								Copyright (c) 2013 Erwin Coumans  http://bulletphysics.org
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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 BT_MULTIBODY_DYNAMICS_WORLD_H
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								#define BT_MULTIBODY_DYNAMICS_WORLD_H
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								#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
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								#define BT_USE_VIRTUAL_CLEARFORCES_AND_GRAVITY
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								class btMultiBody;
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								class btMultiBodyConstraint;
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								class btMultiBodyConstraintSolver;
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								struct MultiBodyInplaceSolverIslandCallback;
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								///The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet
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								///This implementation is still preliminary/experimental.
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								class btMultiBodyDynamicsWorld : public btDiscreteDynamicsWorld
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								{
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								protected:
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									btAlignedObjectArray<btMultiBody*> m_multiBodies;
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									btAlignedObjectArray<btMultiBodyConstraint*> m_multiBodyConstraints;
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									btAlignedObjectArray<btMultiBodyConstraint*> m_sortedMultiBodyConstraints;
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									btMultiBodyConstraintSolver*	m_multiBodyConstraintSolver;
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									MultiBodyInplaceSolverIslandCallback*	m_solverMultiBodyIslandCallback;
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									//cached data to avoid memory allocations
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									btAlignedObjectArray<btQuaternion> m_scratch_world_to_local;
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									btAlignedObjectArray<btVector3> m_scratch_local_origin;
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									btAlignedObjectArray<btQuaternion> m_scratch_world_to_local1;
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									btAlignedObjectArray<btVector3> m_scratch_local_origin1;
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									btAlignedObjectArray<btScalar> m_scratch_r;
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									btAlignedObjectArray<btVector3> m_scratch_v;
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									btAlignedObjectArray<btMatrix3x3> m_scratch_m;
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									virtual void	calculateSimulationIslands();
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									virtual void	updateActivationState(btScalar timeStep);
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									virtual void	solveConstraints(btContactSolverInfo& solverInfo);
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									virtual void	serializeMultiBodies(btSerializer* serializer);
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								public:
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									btMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
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									virtual ~btMultiBodyDynamicsWorld ();
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									virtual void	addMultiBody(btMultiBody* body, int group= btBroadphaseProxy::DefaultFilter, int mask=btBroadphaseProxy::AllFilter);
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									virtual void	removeMultiBody(btMultiBody* body);
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									virtual int		getNumMultibodies() const
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									{
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										return m_multiBodies.size();
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									}
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									btMultiBody*	getMultiBody(int mbIndex)
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									{
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										return m_multiBodies[mbIndex];
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									}
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									const btMultiBody*	getMultiBody(int mbIndex) const
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									{
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										return m_multiBodies[mbIndex];
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									}
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									virtual void	addMultiBodyConstraint( btMultiBodyConstraint* constraint);
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									virtual int     getNumMultiBodyConstraints() const
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									{
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								        return m_multiBodyConstraints.size();
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									}
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									virtual btMultiBodyConstraint*	getMultiBodyConstraint( int constraintIndex)
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									{
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								        return m_multiBodyConstraints[constraintIndex];
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									}
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									virtual const btMultiBodyConstraint*	getMultiBodyConstraint( int constraintIndex) const
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									{
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								        return m_multiBodyConstraints[constraintIndex];
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									}
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									virtual void	removeMultiBodyConstraint( btMultiBodyConstraint* constraint);
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									virtual void	integrateTransforms(btScalar timeStep);
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									virtual void	debugDrawWorld();
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									virtual void	debugDrawMultiBodyConstraint(btMultiBodyConstraint* constraint);
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									void	forwardKinematics();
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									virtual void clearForces();
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									virtual void clearMultiBodyConstraintForces();
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									virtual void clearMultiBodyForces();
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									virtual void applyGravity();
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									virtual	void	serialize(btSerializer* serializer);
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								};
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								#endif //BT_MULTIBODY_DYNAMICS_WORLD_H
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