diff --git a/src/BulletDynamics/ConstraintSolver/btSolverBody.h b/src/BulletDynamics/ConstraintSolver/btSolverBody.h new file mode 100644 index 000000000..6c8ddf1ca --- /dev/null +++ b/src/BulletDynamics/ConstraintSolver/btSolverBody.h @@ -0,0 +1,80 @@ +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ + +This software is provided 'as-is', without any express or implied warranty. +In no event will the authors be held liable for any damages arising from the use of this software. +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it freely, +subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef BT_SOLVER_BODY_H +#define BT_SOLVER_BODY_H + +class btRigidBody; +#include "LinearMath/btVector3.h" +#include "LinearMath/btMatrix3x3.h" + + + + +ATTRIBUTE_ALIGNED16 (struct btSolverBody) +{ + btVector3 m_centerOfMassPosition; + btVector3 m_linearVelocity; + btVector3 m_angularVelocity; + btRigidBody* m_originalBody; + float m_invMass; + float m_friction; + float m_unused; + + inline void getVelocityInLocalPoint(const btVector3& rel_pos, btVector3& velocity ) const + { + velocity = m_linearVelocity + m_angularVelocity.cross(rel_pos); + } + + //Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position + inline void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude) + { + m_linearVelocity += linearComponent*impulseMagnitude; + m_angularVelocity += angularComponent*impulseMagnitude; + } + + void writebackVelocity() + { + if (m_invMass) + { + m_originalBody->setLinearVelocity(m_linearVelocity); + m_originalBody->setAngularVelocity(m_angularVelocity); + } + } + + void readVelocity() + { + if (m_invMass) + { + m_linearVelocity = m_originalBody->getLinearVelocity(); + m_angularVelocity = m_originalBody->getAngularVelocity(); + } + } + + + + inline void applyImpulse(const btVector3& impulse,const btVector3& rel_pos) + { + if (m_invMass) + { + m_linearVelocity += impulse * m_invMass; + btVector3 torqueImpulse = rel_pos.cross(impulse); +// m_angularVelocity += m_invInertiaWorld * torqueImpulse; + } + } + +}; + +#endif //BT_SOLVER_BODY_H \ No newline at end of file