Bullet Collision Detection & Physics Library
btRigidBody.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_RIGIDBODY_H
17#define BT_RIGIDBODY_H
18
23
25class btMotionState;
27
28
30extern bool gDisableDeactivation;
31
32#ifdef BT_USE_DOUBLE_PRECISION
33#define btRigidBodyData btRigidBodyDoubleData
34#define btRigidBodyDataName "btRigidBodyDoubleData"
35#else
36#define btRigidBodyData btRigidBodyFloatData
37#define btRigidBodyDataName "btRigidBodyFloatData"
38#endif //BT_USE_DOUBLE_PRECISION
39
40
52
53
63{
64
70
76
79
85
86
89
90 //m_optionalMotionState allows to automatic synchronize the world transform for active objects
92
93 //keep track of typed constraints referencing this rigid body, to disable collision between linked bodies
95
97
99
100
101protected:
102
109
110
111public:
112
113
120 {
122
127
132
138 btScalar m_spinningFriction;//torsional friction around contact normal
139
142
145
146 //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
147 //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
153
175 };
176
178 btRigidBody( const btRigidBodyConstructionInfo& constructionInfo);
179
182 btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0));
183
184
185 virtual ~btRigidBody()
186 {
187 //No constraints should point to this rigidbody
188 //Remove constraints from the dynamics world before you delete the related rigidbodies.
189 btAssert(m_constraintRefs.size()==0);
190 }
191
192protected:
193
195 void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
196
197public:
198
199 void proceedToTransform(const btTransform& newTrans);
200
203 static const btRigidBody* upcast(const btCollisionObject* colObj)
204 {
206 return (const btRigidBody*)colObj;
207 return 0;
208 }
210 {
212 return (btRigidBody*)colObj;
213 return 0;
214 }
215
217 void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ;
218
219 void saveKinematicState(btScalar step);
220
221 void applyGravity();
222
223 void setGravity(const btVector3& acceleration);
224
225 const btVector3& getGravity() const
226 {
228 }
229
230 void setDamping(btScalar lin_damping, btScalar ang_damping);
231
233 {
234 return m_linearDamping;
235 }
236
238 {
239 return m_angularDamping;
240 }
241
246
251
252 void applyDamping(btScalar timeStep);
253
257
261
262 void setMassProps(btScalar mass, const btVector3& inertia);
263
265 {
266 return m_linearFactor;
267 }
268 void setLinearFactor(const btVector3& linearFactor)
269 {
270 m_linearFactor = linearFactor;
272 }
277
278 void integrateVelocities(btScalar step);
279
280 void setCenterOfMassTransform(const btTransform& xform);
281
282 void applyCentralForce(const btVector3& force)
283 {
285 }
286
288 {
289 return m_totalForce;
290 };
291
293 {
294 return m_totalTorque;
295 };
296
298 {
299 return m_invInertiaLocal;
300 };
301
302 void setInvInertiaDiagLocal(const btVector3& diagInvInertia)
303 {
304 m_invInertiaLocal = diagInvInertia;
305 }
306
308 {
311 }
312
313 void applyTorque(const btVector3& torque)
314 {
316 }
317
318 void applyForce(const btVector3& force, const btVector3& rel_pos)
319 {
320 applyCentralForce(force);
321 applyTorque(rel_pos.cross(force*m_linearFactor));
322 }
323
324 void applyCentralImpulse(const btVector3& impulse)
325 {
327 }
328
333
334 void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
335 {
336 if (m_inverseMass != btScalar(0.))
337 {
338 applyCentralImpulse(impulse);
339 if (m_angularFactor)
340 {
341 applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
342 }
343 }
344 }
345
347 {
348 m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
349 m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
350 }
351
352 void updateInertiaTensor();
353
355 return m_worldTransform.getOrigin();
356 }
358
360 return m_worldTransform;
361 }
362 const btVector3& getLinearVelocity() const {
363 return m_linearVelocity;
364 }
366 return m_angularVelocity;
367 }
368
369
370 inline void setLinearVelocity(const btVector3& lin_vel)
371 {
373 m_linearVelocity = lin_vel;
374 }
375
376 inline void setAngularVelocity(const btVector3& ang_vel)
377 {
379 m_angularVelocity = ang_vel;
380 }
381
383 {
384 //we also calculate lin/ang velocity for kinematic objects
385 return m_linearVelocity + m_angularVelocity.cross(rel_pos);
386
387 //for kinematic objects, we could also use use:
388 // return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
389 }
390
391 void translate(const btVector3& v)
392 {
393 m_worldTransform.getOrigin() += v;
394 }
395
396
397 void getAabb(btVector3& aabbMin,btVector3& aabbMax) const;
398
399
400
401
402
404 {
406
407 btVector3 c0 = (r0).cross(normal);
408
409 btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0);
410
411 return m_inverseMass + normal.dot(vec);
412
413 }
414
416 {
417 btVector3 vec = axis * getInvInertiaTensorWorld();
418 return axis.dot(vec);
419 }
420
437
439 {
440
442 return false;
443
444 //disable deactivation
446 return false;
447
449 return true;
450
452 {
453 return true;
454 }
455 return false;
456 }
457
458
459
461 {
462 return m_broadphaseHandle;
463 }
469 {
470 m_broadphaseHandle = broadphaseProxy;
471 }
472
473 //btMotionState allows to automatic synchronize the world transform for active objects
479 {
481 }
482 void setMotionState(btMotionState* motionState)
483 {
484 m_optionalMotionState = motionState;
487 }
488
489 //for experimental overriding of friction/contact solver func
492
493 void setAngularFactor(const btVector3& angFac)
494 {
496 m_angularFactor = angFac;
497 }
498
500 {
502 m_angularFactor.setValue(angFac,angFac,angFac);
503 }
505 {
506 return m_angularFactor;
507 }
508
509 //is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase?
510 bool isInWorld() const
511 {
512 return (getBroadphaseProxy() != 0);
513 }
514
517
519 {
520 return m_constraintRefs[index];
521 }
522
524 {
525 return m_constraintRefs.size();
526 }
527
528 void setFlags(int flags)
529 {
530 m_rigidbodyFlags = flags;
531 }
532
533 int getFlags() const
534 {
535 return m_rigidbodyFlags;
536 }
537
538
539
540
543
546
548 btVector3 computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const;
550
552
553 virtual int calculateSerializeBufferSize() const;
554
556 virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
557
558 virtual void serializeSingleObject(class btSerializer* serializer) const;
559
560};
561
562//@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData
588
615
616
617
618#endif //BT_RIGIDBODY_H
619
#define DISABLE_DEACTIVATION
#define WANTS_DEACTIVATION
#define ISLAND_SLEEPING
bool gDisableDeactivation
btScalar gDeactivationTime
bool gDisableDeactivation
btScalar gDeactivationTime
btRigidBodyFlags
Definition btRigidBody.h:42
@ BT_ENABLE_GYROPSCOPIC_FORCE
Definition btRigidBody.h:50
@ BT_DISABLE_WORLD_GRAVITY
Definition btRigidBody.h:43
@ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
Definition btRigidBody.h:49
@ BT_ENABLE_GYROSCOPIC_FORCE_EXPLICIT
BT_ENABLE_GYROPSCOPIC_FORCE flags is enabled by default in Bullet 2.83 and onwards.
Definition btRigidBody.h:47
@ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_WORLD
Definition btRigidBody.h:48
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:292
#define ATTRIBUTE_ALIGNED16(a)
Definition btScalar.h:82
#define SIMD_FORCE_INLINE
Definition btScalar.h:81
#define btAssert(x)
Definition btScalar.h:131
The btAlignedObjectArray template class uses a subset of the stl::vector interface for its methods It...
int m_updateRevision
internal update revision number. It will be increased when the object changes. This allows some subsy...
btTransform m_worldTransform
btCollisionShape * m_collisionShape
int getInternalType() const
reserved for Bullet internal usage
void setActivationState(int newState) const
btBroadphaseProxy * m_broadphaseHandle
int getActivationState() const
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition btMatrix3x3.h:48
The btMotionState interface class allows the dynamics world to synchronize and interpolate the update...
virtual void getWorldTransform(btTransform &worldTrans) const =0
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
void applyTorqueImpulse(const btVector3 &torque)
void setLinearFactor(const btVector3 &linearFactor)
void getAabb(btVector3 &aabbMin, btVector3 &aabbMax) const
btScalar computeAngularImpulseDenominator(const btVector3 &axis) const
btScalar m_additionalAngularDampingFactor
Definition btRigidBody.h:84
void applyGravity()
bool wantsSleeping()
void integrateVelocities(btScalar step)
btVector3 getVelocityInLocalPoint(const btVector3 &rel_pos) const
void addConstraintRef(btTypedConstraint *c)
virtual void serializeSingleObject(class btSerializer *serializer) const
void clearForces()
void setNewBroadphaseProxy(btBroadphaseProxy *broadphaseProxy)
btScalar m_linearDamping
Definition btRigidBody.h:77
const btVector3 & getTotalTorque() const
void setFlags(int flags)
int getFlags() const
const btVector3 & getGravity() const
btMatrix3x3 m_invInertiaTensorWorld
Definition btRigidBody.h:65
int m_frictionSolverType
btVector3 m_invInertiaLocal
Definition btRigidBody.h:73
btCollisionShape * getCollisionShape()
btScalar getLinearSleepingThreshold() const
void applyDamping(btScalar timeStep)
applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
btMotionState * m_optionalMotionState
Definition btRigidBody.h:91
btVector3 m_gravity
Definition btRigidBody.h:71
int m_contactSolverType
void applyCentralForce(const btVector3 &force)
btScalar getInvMass() const
btScalar getAngularDamping() const
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btVector3 m_turnVelocity
void updateDeactivation(btScalar timeStep)
btScalar m_additionalDampingFactor
Definition btRigidBody.h:81
virtual int calculateSerializeBufferSize() const
int m_rigidbodyFlags
Definition btRigidBody.h:96
btScalar m_additionalAngularDampingThresholdSqr
Definition btRigidBody.h:83
void setGravity(const btVector3 &acceleration)
const btVector3 & getLinearFactor() const
const btVector3 & getInvInertiaDiagLocal() const
btRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
btRigidBody constructor using construction info
btScalar m_linearSleepingThreshold
Definition btRigidBody.h:87
btQuaternion getOrientation() const
void proceedToTransform(const btTransform &newTrans)
const btTransform & getCenterOfMassTransform() const
const btCollisionShape * getCollisionShape() const
btVector3 m_linearFactor
Definition btRigidBody.h:69
void saveKinematicState(btScalar step)
btVector3 getLocalInertia() const
btVector3 computeGyroscopicImpulseImplicit_World(btScalar dt) const
perform implicit force computation in world space
btVector3 m_angularFactor
btVector3 m_totalForce
Definition btRigidBody.h:74
btScalar m_inverseMass
Definition btRigidBody.h:68
btVector3 computeGyroscopicImpulseImplicit_Body(btScalar step) const
perform implicit force computation in body space (inertial frame)
void applyImpulse(const btVector3 &impulse, const btVector3 &rel_pos)
void applyCentralImpulse(const btVector3 &impulse)
btVector3 m_totalTorque
Definition btRigidBody.h:75
const btVector3 & getAngularVelocity() const
const btMotionState * getMotionState() const
btMotionState * getMotionState()
btScalar m_angularDamping
Definition btRigidBody.h:78
int getNumConstraintRefs() const
static btRigidBody * upcast(btCollisionObject *colObj)
void removeConstraintRef(btTypedConstraint *c)
void setSleepingThresholds(btScalar linear, btScalar angular)
void setMassProps(btScalar mass, const btVector3 &inertia)
const btVector3 & getCenterOfMassPosition() const
btVector3 m_deltaAngularVelocity
btVector3 m_pushVelocity
btScalar getAngularSleepingThreshold() const
bool m_additionalDamping
Definition btRigidBody.h:80
int m_debugBodyId
Definition btRigidBody.h:98
void setAngularFactor(const btVector3 &angFac)
btBroadphaseProxy * getBroadphaseProxy()
bool isInWorld() const
btScalar m_angularSleepingThreshold
Definition btRigidBody.h:88
const btVector3 & getTotalForce() const
virtual ~btRigidBody()
btScalar getLinearDamping() const
const btVector3 & getAngularFactor() const
btScalar m_additionalLinearDampingThresholdSqr
Definition btRigidBody.h:82
btVector3 m_linearVelocity
Definition btRigidBody.h:66
btTypedConstraint * getConstraintRef(int index)
void setInvInertiaDiagLocal(const btVector3 &diagInvInertia)
void setAngularVelocity(const btVector3 &ang_vel)
void setMotionState(btMotionState *motionState)
void translate(const btVector3 &v)
void setDamping(btScalar lin_damping, btScalar ang_damping)
btVector3 m_deltaLinearVelocity
void setAngularFactor(btScalar angFac)
btVector3 m_angularVelocity
Definition btRigidBody.h:67
void setLinearVelocity(const btVector3 &lin_vel)
void setupRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
setupRigidBody is only used internally by the constructor
const btBroadphaseProxy * getBroadphaseProxy() const
void setCenterOfMassTransform(const btTransform &xform)
btScalar computeImpulseDenominator(const btVector3 &pos, const btVector3 &normal) const
static const btRigidBody * upcast(const btCollisionObject *colObj)
to keep collision detection and dynamics separate we don't store a rigidbody pointer but a rigidbody ...
btAlignedObjectArray< btTypedConstraint * > m_constraintRefs
Definition btRigidBody.h:94
void updateInertiaTensor()
void applyTorque(const btVector3 &torque)
void applyForce(const btVector3 &force, const btVector3 &rel_pos)
const btMatrix3x3 & getInvInertiaTensorWorld() const
void predictIntegratedTransform(btScalar step, btTransform &predictedTransform)
continuous collision detection needs prediction
btVector3 computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
explicit version is best avoided, it gains energy
btVector3 m_invMass
const btVector3 & getLinearVelocity() const
btVector3 m_gravity_acceleration
Definition btRigidBody.h:72
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:34
TypedConstraint is the baseclass for Bullet constraints and vehicles.
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:84
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition btVector3.h:389
btScalar dot(const btVector3 &v) const
Return the dot product.
Definition btVector3.h:235
The btBroadphaseProxy is the main class that can be used with the Bullet broadphases.
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
for serialization
for serialization
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
btVector3DoubleData m_angularVelocity
btCollisionObjectDoubleData m_collisionObjectData
btVector3DoubleData m_totalForce
btVector3DoubleData m_linearFactor
btVector3DoubleData m_invInertiaLocal
btVector3DoubleData m_totalTorque
double m_additionalLinearDampingThresholdSqr
btVector3DoubleData m_angularFactor
btMatrix3x3DoubleData m_invInertiaTensorWorld
double m_angularSleepingThreshold
btVector3DoubleData m_linearVelocity
double m_additionalAngularDampingThresholdSqr
btVector3DoubleData m_gravity
double m_additionalAngularDampingFactor
btVector3DoubleData m_gravity_acceleration
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
btVector3FloatData m_totalTorque
btVector3FloatData m_linearFactor
btVector3FloatData m_totalForce
btVector3FloatData m_angularVelocity
btVector3FloatData m_angularFactor
btVector3FloatData m_invInertiaLocal
btMatrix3x3FloatData m_invInertiaTensorWorld
float m_additionalLinearDampingThresholdSqr
float m_additionalAngularDampingFactor
btCollisionObjectFloatData m_collisionObjectData
btVector3FloatData m_linearVelocity
btVector3FloatData m_gravity
btVector3FloatData m_gravity_acceleration
float m_additionalAngularDampingThresholdSqr
btScalar m_friction
best simulation results when friction is non-zero
btRigidBodyConstructionInfo(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia=btVector3(0, 0, 0))
btScalar m_restitution
best simulation results using zero restitution.
btMotionState * m_motionState
When a motionState is provided, the rigid body will initialize its world transform from the motion st...
btScalar m_rollingFriction
the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling f...