forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			307 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			307 lines
		
	
	
		
			7.6 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 BT_SOLVER_BODY_H
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#define BT_SOLVER_BODY_H
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class	btRigidBody;
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btAlignedAllocator.h"
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#include "LinearMath/btTransformUtil.h"
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///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
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#ifdef BT_USE_SSE
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#define USE_SIMD 1
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#endif //
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#ifdef USE_SIMD
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struct	btSimdScalar
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{
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	SIMD_FORCE_INLINE	btSimdScalar()
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	{
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	}
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	SIMD_FORCE_INLINE	btSimdScalar(float	fl)
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	:m_vec128 (_mm_set1_ps(fl))
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	{
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	}
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	SIMD_FORCE_INLINE	btSimdScalar(__m128 v128)
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		:m_vec128(v128)
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	{
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	}
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	union
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	{
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		__m128		m_vec128;
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		float		m_floats[4];
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		int			m_ints[4];
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		btScalar	m_unusedPadding;
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	};
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	SIMD_FORCE_INLINE	__m128	get128()
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	{
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		return m_vec128;
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	}
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	SIMD_FORCE_INLINE	const __m128	get128() const
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	{
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		return m_vec128;
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	}
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	SIMD_FORCE_INLINE	void	set128(__m128 v128)
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	{
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		m_vec128 = v128;
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	}
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	SIMD_FORCE_INLINE	operator       __m128()       
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	{ 
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		return m_vec128; 
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	}
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	SIMD_FORCE_INLINE	operator const __m128() const 
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	{ 
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		return m_vec128; 
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	}
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	SIMD_FORCE_INLINE	operator float() const 
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	{ 
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		return m_floats[0]; 
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	}
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};
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///@brief Return the elementwise product of two btSimdScalar
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SIMD_FORCE_INLINE btSimdScalar 
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operator*(const btSimdScalar& v1, const btSimdScalar& v2) 
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{
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	return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
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}
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///@brief Return the elementwise product of two btSimdScalar
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SIMD_FORCE_INLINE btSimdScalar 
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operator+(const btSimdScalar& v1, const btSimdScalar& v2) 
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{
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	return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
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}
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#else
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#define btSimdScalar btScalar
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#endif
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///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
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ATTRIBUTE_ALIGNED16 (struct)	btSolverBody
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{
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	BT_DECLARE_ALIGNED_ALLOCATOR();
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	btTransform		m_worldTransform;
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	btVector3		m_deltaLinearVelocity;
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	btVector3		m_deltaAngularVelocity;
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	btVector3		m_angularFactor;
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	btVector3		m_linearFactor;
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	btVector3		m_invMass;
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	btVector3		m_pushVelocity;
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	btVector3		m_turnVelocity;
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	btVector3		m_linearVelocity;
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	btVector3		m_angularVelocity;
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	btVector3		m_externalForceImpulse;
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	btVector3		m_externalTorqueImpulse;
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	btRigidBody*	m_originalBody;
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	void	setWorldTransform(const btTransform& worldTransform)
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	{
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		m_worldTransform = worldTransform;
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	}
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	const btTransform& getWorldTransform() const
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	{
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		return m_worldTransform;
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	}
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	SIMD_FORCE_INLINE void	getVelocityInLocalPointNoDelta(const btVector3& rel_pos, btVector3& velocity ) const
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	{
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		if (m_originalBody)
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			velocity = m_linearVelocity + m_externalForceImpulse + (m_angularVelocity+m_externalTorqueImpulse).cross(rel_pos);
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		else
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			velocity.setValue(0,0,0);
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	}
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	SIMD_FORCE_INLINE void	getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
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	{
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		if (m_originalBody)
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			velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
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		else
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			velocity.setValue(0,0,0);
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	}
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	SIMD_FORCE_INLINE void	getAngularVelocity(btVector3& angVel) const
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	{
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		if (m_originalBody)
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			angVel =m_angularVelocity+m_deltaAngularVelocity;
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		else
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			angVel.setValue(0,0,0);
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	}
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	//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
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	SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
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	{
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		if (m_originalBody)
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		{
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			m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
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			m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
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		}
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	}
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	SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
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	{
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		if (m_originalBody)
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		{
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			m_pushVelocity += linearComponent*impulseMagnitude*m_linearFactor;
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			m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
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		}
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	}
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	const btVector3& getDeltaLinearVelocity() const
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	{
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		return m_deltaLinearVelocity;
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	}
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	const btVector3& getDeltaAngularVelocity() const
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	{
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		return m_deltaAngularVelocity;
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	}
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	const btVector3& getPushVelocity() const 
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	{
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		return m_pushVelocity;
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	}
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	const btVector3& getTurnVelocity() const 
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	{
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		return m_turnVelocity;
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	}
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	////////////////////////////////////////////////
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	///some internal methods, don't use them
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	btVector3& internalGetDeltaLinearVelocity()
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	{
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		return m_deltaLinearVelocity;
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	}
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	btVector3& internalGetDeltaAngularVelocity()
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	{
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		return m_deltaAngularVelocity;
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	}
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	const btVector3& internalGetAngularFactor() const
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	{
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		return m_angularFactor;
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	}
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	const btVector3& internalGetInvMass() const
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	{
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		return m_invMass;
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	}
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	void internalSetInvMass(const btVector3& invMass)
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	{
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		m_invMass = invMass;
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	}
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	btVector3& internalGetPushVelocity()
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	{
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		return m_pushVelocity;
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	}
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	btVector3& internalGetTurnVelocity()
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	{
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		return m_turnVelocity;
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	}
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	SIMD_FORCE_INLINE void	internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
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	{
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		velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
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	}
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	SIMD_FORCE_INLINE void	internalGetAngularVelocity(btVector3& angVel) const
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	{
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		angVel = m_angularVelocity+m_deltaAngularVelocity;
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	}
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	//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
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	SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
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	{
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		if (m_originalBody)
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		{
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			m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
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			m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
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		}
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	}
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	void	writebackVelocity()
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	{
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		if (m_originalBody)
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		{
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			m_linearVelocity +=m_deltaLinearVelocity;
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			m_angularVelocity += m_deltaAngularVelocity;
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			//m_originalBody->setCompanionId(-1);
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		}
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	}
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	void	writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
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	{
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        (void) timeStep;
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		if (m_originalBody)
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		{
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			m_linearVelocity += m_deltaLinearVelocity;
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			m_angularVelocity += m_deltaAngularVelocity;
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			//correct the position/orientation based on push/turn recovery
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			btTransform newTransform;
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			if (m_pushVelocity[0]!=0.f || m_pushVelocity[1]!=0 || m_pushVelocity[2]!=0 || m_turnVelocity[0]!=0.f || m_turnVelocity[1]!=0 || m_turnVelocity[2]!=0)
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			{
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			//	btQuaternion orn = m_worldTransform.getRotation();
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				btTransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
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				m_worldTransform = newTransform;
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			}
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			//m_worldTransform.setRotation(orn);
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			//m_originalBody->setCompanionId(-1);
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		}
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	}
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};
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#endif //BT_SOLVER_BODY_H
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