305d7bd49e
Remove upstreamed patches. Add a new patch to fix a new warning.
691 lines
18 KiB
C++
691 lines
18 KiB
C++
/*
|
|
Bullet Continuous Collision Detection and Physics Library
|
|
Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
|
|
|
|
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_COLLISION_OBJECT_H
|
|
#define BT_COLLISION_OBJECT_H
|
|
|
|
#include "LinearMath/btTransform.h"
|
|
|
|
//island management, m_activationState1
|
|
#define ACTIVE_TAG 1
|
|
#define ISLAND_SLEEPING 2
|
|
#define WANTS_DEACTIVATION 3
|
|
#define DISABLE_DEACTIVATION 4
|
|
#define DISABLE_SIMULATION 5
|
|
#define FIXED_BASE_MULTI_BODY 6
|
|
|
|
struct btBroadphaseProxy;
|
|
class btCollisionShape;
|
|
struct btCollisionShapeData;
|
|
#include "LinearMath/btMotionState.h"
|
|
#include "LinearMath/btAlignedAllocator.h"
|
|
#include "LinearMath/btAlignedObjectArray.h"
|
|
|
|
typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray;
|
|
|
|
#ifdef BT_USE_DOUBLE_PRECISION
|
|
#define btCollisionObjectData btCollisionObjectDoubleData
|
|
#define btCollisionObjectDataName "btCollisionObjectDoubleData"
|
|
#else
|
|
#define btCollisionObjectData btCollisionObjectFloatData
|
|
#define btCollisionObjectDataName "btCollisionObjectFloatData"
|
|
#endif
|
|
|
|
/// btCollisionObject can be used to manage collision detection objects.
|
|
/// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy.
|
|
/// They can be added to the btCollisionWorld.
|
|
ATTRIBUTE_ALIGNED16(class)
|
|
btCollisionObject
|
|
{
|
|
protected:
|
|
btTransform m_worldTransform;
|
|
|
|
///m_interpolationWorldTransform is used for CCD and interpolation
|
|
///it can be either previous or future (predicted) transform
|
|
btTransform m_interpolationWorldTransform;
|
|
//those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
|
|
//without destroying the continuous interpolated motion (which uses this interpolation velocities)
|
|
btVector3 m_interpolationLinearVelocity;
|
|
btVector3 m_interpolationAngularVelocity;
|
|
|
|
btVector3 m_anisotropicFriction;
|
|
int m_hasAnisotropicFriction;
|
|
btScalar m_contactProcessingThreshold;
|
|
|
|
btBroadphaseProxy* m_broadphaseHandle;
|
|
btCollisionShape* m_collisionShape;
|
|
///m_extensionPointer is used by some internal low-level Bullet extensions.
|
|
void* m_extensionPointer;
|
|
|
|
///m_rootCollisionShape is temporarily used to store the original collision shape
|
|
///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes
|
|
///If it is NULL, the m_collisionShape is not temporarily replaced.
|
|
btCollisionShape* m_rootCollisionShape;
|
|
|
|
int m_collisionFlags;
|
|
|
|
int m_islandTag1;
|
|
int m_companionId;
|
|
int m_worldArrayIndex; // index of object in world's collisionObjects array
|
|
|
|
mutable int m_activationState1;
|
|
mutable btScalar m_deactivationTime;
|
|
|
|
btScalar m_friction;
|
|
btScalar m_restitution;
|
|
btScalar m_rollingFriction; //torsional friction orthogonal to contact normal (useful to stop spheres rolling forever)
|
|
btScalar m_spinningFriction; // torsional friction around the contact normal (useful for grasping)
|
|
btScalar m_contactDamping;
|
|
btScalar m_contactStiffness;
|
|
|
|
///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc.
|
|
///do not assign your own m_internalType unless you write a new dynamics object class.
|
|
int m_internalType;
|
|
|
|
///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
|
|
|
|
void* m_userObjectPointer;
|
|
|
|
int m_userIndex2;
|
|
|
|
int m_userIndex;
|
|
|
|
int m_userIndex3;
|
|
|
|
///time of impact calculation
|
|
btScalar m_hitFraction;
|
|
|
|
///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
|
|
btScalar m_ccdSweptSphereRadius;
|
|
|
|
/// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
|
|
btScalar m_ccdMotionThreshold;
|
|
|
|
/// If some object should have elaborate collision filtering by sub-classes
|
|
int m_checkCollideWith;
|
|
|
|
btAlignedObjectArray<const btCollisionObject*> m_objectsWithoutCollisionCheck;
|
|
|
|
///internal update revision number. It will be increased when the object changes. This allows some subsystems to perform lazy evaluation.
|
|
int m_updateRevision;
|
|
|
|
btVector3 m_customDebugColorRGB;
|
|
|
|
public:
|
|
BT_DECLARE_ALIGNED_ALLOCATOR();
|
|
|
|
enum CollisionFlags
|
|
{
|
|
CF_DYNAMIC_OBJECT = 0,
|
|
CF_STATIC_OBJECT = 1,
|
|
CF_KINEMATIC_OBJECT = 2,
|
|
CF_NO_CONTACT_RESPONSE = 4,
|
|
CF_CUSTOM_MATERIAL_CALLBACK = 8, //this allows per-triangle material (friction/restitution)
|
|
CF_CHARACTER_OBJECT = 16,
|
|
CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
|
|
CF_DISABLE_SPU_COLLISION_PROCESSING = 64, //disable parallel/SPU processing
|
|
CF_HAS_CONTACT_STIFFNESS_DAMPING = 128,
|
|
CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR = 256,
|
|
CF_HAS_FRICTION_ANCHOR = 512,
|
|
CF_HAS_COLLISION_SOUND_TRIGGER = 1024
|
|
};
|
|
|
|
enum CollisionObjectTypes
|
|
{
|
|
CO_COLLISION_OBJECT = 1,
|
|
CO_RIGID_BODY = 2,
|
|
///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
|
|
///It is useful for collision sensors, explosion objects, character controller etc.
|
|
CO_GHOST_OBJECT = 4,
|
|
CO_SOFT_BODY = 8,
|
|
CO_HF_FLUID = 16,
|
|
CO_USER_TYPE = 32,
|
|
CO_FEATHERSTONE_LINK = 64
|
|
};
|
|
|
|
enum AnisotropicFrictionFlags
|
|
{
|
|
CF_ANISOTROPIC_FRICTION_DISABLED = 0,
|
|
CF_ANISOTROPIC_FRICTION = 1,
|
|
CF_ANISOTROPIC_ROLLING_FRICTION = 2
|
|
};
|
|
|
|
SIMD_FORCE_INLINE bool mergesSimulationIslands() const
|
|
{
|
|
///static objects, kinematic and object without contact response don't merge islands
|
|
return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE)) == 0);
|
|
}
|
|
|
|
const btVector3& getAnisotropicFriction() const
|
|
{
|
|
return m_anisotropicFriction;
|
|
}
|
|
void setAnisotropicFriction(const btVector3& anisotropicFriction, int frictionMode = CF_ANISOTROPIC_FRICTION)
|
|
{
|
|
m_anisotropicFriction = anisotropicFriction;
|
|
bool isUnity = (anisotropicFriction[0] != 1.f) || (anisotropicFriction[1] != 1.f) || (anisotropicFriction[2] != 1.f);
|
|
m_hasAnisotropicFriction = isUnity ? frictionMode : 0;
|
|
}
|
|
bool hasAnisotropicFriction(int frictionMode = CF_ANISOTROPIC_FRICTION) const
|
|
{
|
|
return (m_hasAnisotropicFriction & frictionMode) != 0;
|
|
}
|
|
|
|
///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default.
|
|
///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges
|
|
void setContactProcessingThreshold(btScalar contactProcessingThreshold)
|
|
{
|
|
m_contactProcessingThreshold = contactProcessingThreshold;
|
|
}
|
|
btScalar getContactProcessingThreshold() const
|
|
{
|
|
return m_contactProcessingThreshold;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE bool isStaticObject() const
|
|
{
|
|
return (m_collisionFlags & CF_STATIC_OBJECT) != 0;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE bool isKinematicObject() const
|
|
{
|
|
return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE bool isStaticOrKinematicObject() const
|
|
{
|
|
return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE bool hasContactResponse() const
|
|
{
|
|
return (m_collisionFlags & CF_NO_CONTACT_RESPONSE) == 0;
|
|
}
|
|
|
|
btCollisionObject();
|
|
|
|
virtual ~btCollisionObject();
|
|
|
|
virtual void setCollisionShape(btCollisionShape * collisionShape)
|
|
{
|
|
m_updateRevision++;
|
|
m_collisionShape = collisionShape;
|
|
m_rootCollisionShape = collisionShape;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const
|
|
{
|
|
return m_collisionShape;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE btCollisionShape* getCollisionShape()
|
|
{
|
|
return m_collisionShape;
|
|
}
|
|
|
|
void setIgnoreCollisionCheck(const btCollisionObject* co, bool ignoreCollisionCheck)
|
|
{
|
|
if (ignoreCollisionCheck)
|
|
{
|
|
//We don't check for duplicates. Is it ok to leave that up to the user of this API?
|
|
//int index = m_objectsWithoutCollisionCheck.findLinearSearch(co);
|
|
//if (index == m_objectsWithoutCollisionCheck.size())
|
|
//{
|
|
m_objectsWithoutCollisionCheck.push_back(co);
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
m_objectsWithoutCollisionCheck.remove(co);
|
|
}
|
|
m_checkCollideWith = m_objectsWithoutCollisionCheck.size() > 0;
|
|
}
|
|
|
|
int getNumObjectsWithoutCollision() const
|
|
{
|
|
return m_objectsWithoutCollisionCheck.size();
|
|
}
|
|
|
|
const btCollisionObject* getObjectWithoutCollision(int index)
|
|
{
|
|
return m_objectsWithoutCollisionCheck[index];
|
|
}
|
|
|
|
virtual bool checkCollideWithOverride(const btCollisionObject* co) const
|
|
{
|
|
int index = m_objectsWithoutCollisionCheck.findLinearSearch(co);
|
|
if (index < m_objectsWithoutCollisionCheck.size())
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
///Avoid using this internal API call, the extension pointer is used by some Bullet extensions.
|
|
///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
|
|
void* internalGetExtensionPointer() const
|
|
{
|
|
return m_extensionPointer;
|
|
}
|
|
///Avoid using this internal API call, the extension pointer is used by some Bullet extensions
|
|
///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
|
|
void internalSetExtensionPointer(void* pointer)
|
|
{
|
|
m_extensionPointer = pointer;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1; }
|
|
|
|
void setActivationState(int newState) const;
|
|
|
|
void setDeactivationTime(btScalar time)
|
|
{
|
|
m_deactivationTime = time;
|
|
}
|
|
btScalar getDeactivationTime() const
|
|
{
|
|
return m_deactivationTime;
|
|
}
|
|
|
|
void forceActivationState(int newState) const;
|
|
|
|
void activate(bool forceActivation = false) const;
|
|
|
|
SIMD_FORCE_INLINE bool isActive() const
|
|
{
|
|
return ((getActivationState() != FIXED_BASE_MULTI_BODY) && (getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
|
|
}
|
|
|
|
void setRestitution(btScalar rest)
|
|
{
|
|
m_updateRevision++;
|
|
m_restitution = rest;
|
|
}
|
|
btScalar getRestitution() const
|
|
{
|
|
return m_restitution;
|
|
}
|
|
void setFriction(btScalar frict)
|
|
{
|
|
m_updateRevision++;
|
|
m_friction = frict;
|
|
}
|
|
btScalar getFriction() const
|
|
{
|
|
return m_friction;
|
|
}
|
|
|
|
void setRollingFriction(btScalar frict)
|
|
{
|
|
m_updateRevision++;
|
|
m_rollingFriction = frict;
|
|
}
|
|
btScalar getRollingFriction() const
|
|
{
|
|
return m_rollingFriction;
|
|
}
|
|
void setSpinningFriction(btScalar frict)
|
|
{
|
|
m_updateRevision++;
|
|
m_spinningFriction = frict;
|
|
}
|
|
btScalar getSpinningFriction() const
|
|
{
|
|
return m_spinningFriction;
|
|
}
|
|
void setContactStiffnessAndDamping(btScalar stiffness, btScalar damping)
|
|
{
|
|
m_updateRevision++;
|
|
m_contactStiffness = stiffness;
|
|
m_contactDamping = damping;
|
|
|
|
m_collisionFlags |= CF_HAS_CONTACT_STIFFNESS_DAMPING;
|
|
|
|
//avoid divisions by zero...
|
|
if (m_contactStiffness < SIMD_EPSILON)
|
|
{
|
|
m_contactStiffness = SIMD_EPSILON;
|
|
}
|
|
}
|
|
|
|
btScalar getContactStiffness() const
|
|
{
|
|
return m_contactStiffness;
|
|
}
|
|
|
|
btScalar getContactDamping() const
|
|
{
|
|
return m_contactDamping;
|
|
}
|
|
|
|
///reserved for Bullet internal usage
|
|
int getInternalType() const
|
|
{
|
|
return m_internalType;
|
|
}
|
|
|
|
btTransform& getWorldTransform()
|
|
{
|
|
return m_worldTransform;
|
|
}
|
|
|
|
const btTransform& getWorldTransform() const
|
|
{
|
|
return m_worldTransform;
|
|
}
|
|
|
|
void setWorldTransform(const btTransform& worldTrans)
|
|
{
|
|
m_updateRevision++;
|
|
m_worldTransform = worldTrans;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE btBroadphaseProxy* getBroadphaseHandle()
|
|
{
|
|
return m_broadphaseHandle;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE const btBroadphaseProxy* getBroadphaseHandle() const
|
|
{
|
|
return m_broadphaseHandle;
|
|
}
|
|
|
|
void setBroadphaseHandle(btBroadphaseProxy * handle)
|
|
{
|
|
m_broadphaseHandle = handle;
|
|
}
|
|
|
|
const btTransform& getInterpolationWorldTransform() const
|
|
{
|
|
return m_interpolationWorldTransform;
|
|
}
|
|
|
|
btTransform& getInterpolationWorldTransform()
|
|
{
|
|
return m_interpolationWorldTransform;
|
|
}
|
|
|
|
void setInterpolationWorldTransform(const btTransform& trans)
|
|
{
|
|
m_updateRevision++;
|
|
m_interpolationWorldTransform = trans;
|
|
}
|
|
|
|
void setInterpolationLinearVelocity(const btVector3& linvel)
|
|
{
|
|
m_updateRevision++;
|
|
m_interpolationLinearVelocity = linvel;
|
|
}
|
|
|
|
void setInterpolationAngularVelocity(const btVector3& angvel)
|
|
{
|
|
m_updateRevision++;
|
|
m_interpolationAngularVelocity = angvel;
|
|
}
|
|
|
|
const btVector3& getInterpolationLinearVelocity() const
|
|
{
|
|
return m_interpolationLinearVelocity;
|
|
}
|
|
|
|
const btVector3& getInterpolationAngularVelocity() const
|
|
{
|
|
return m_interpolationAngularVelocity;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE int getIslandTag() const
|
|
{
|
|
return m_islandTag1;
|
|
}
|
|
|
|
void setIslandTag(int tag)
|
|
{
|
|
m_islandTag1 = tag;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE int getCompanionId() const
|
|
{
|
|
return m_companionId;
|
|
}
|
|
|
|
void setCompanionId(int id)
|
|
{
|
|
m_companionId = id;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE int getWorldArrayIndex() const
|
|
{
|
|
return m_worldArrayIndex;
|
|
}
|
|
|
|
// only should be called by CollisionWorld
|
|
void setWorldArrayIndex(int ix)
|
|
{
|
|
m_worldArrayIndex = ix;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE btScalar getHitFraction() const
|
|
{
|
|
return m_hitFraction;
|
|
}
|
|
|
|
void setHitFraction(btScalar hitFraction)
|
|
{
|
|
m_hitFraction = hitFraction;
|
|
}
|
|
|
|
SIMD_FORCE_INLINE int getCollisionFlags() const
|
|
{
|
|
return m_collisionFlags;
|
|
}
|
|
|
|
void setCollisionFlags(int flags)
|
|
{
|
|
m_collisionFlags = flags;
|
|
}
|
|
|
|
///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
|
|
btScalar getCcdSweptSphereRadius() const
|
|
{
|
|
return m_ccdSweptSphereRadius;
|
|
}
|
|
|
|
///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
|
|
void setCcdSweptSphereRadius(btScalar radius)
|
|
{
|
|
m_ccdSweptSphereRadius = radius;
|
|
}
|
|
|
|
btScalar getCcdMotionThreshold() const
|
|
{
|
|
return m_ccdMotionThreshold;
|
|
}
|
|
|
|
btScalar getCcdSquareMotionThreshold() const
|
|
{
|
|
return m_ccdMotionThreshold * m_ccdMotionThreshold;
|
|
}
|
|
|
|
/// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
|
|
void setCcdMotionThreshold(btScalar ccdMotionThreshold)
|
|
{
|
|
m_ccdMotionThreshold = ccdMotionThreshold;
|
|
}
|
|
|
|
///users can point to their objects, userPointer is not used by Bullet
|
|
void* getUserPointer() const
|
|
{
|
|
return m_userObjectPointer;
|
|
}
|
|
|
|
int getUserIndex() const
|
|
{
|
|
return m_userIndex;
|
|
}
|
|
|
|
int getUserIndex2() const
|
|
{
|
|
return m_userIndex2;
|
|
}
|
|
|
|
int getUserIndex3() const
|
|
{
|
|
return m_userIndex3;
|
|
}
|
|
|
|
///users can point to their objects, userPointer is not used by Bullet
|
|
void setUserPointer(void* userPointer)
|
|
{
|
|
m_userObjectPointer = userPointer;
|
|
}
|
|
|
|
///users can point to their objects, userPointer is not used by Bullet
|
|
void setUserIndex(int index)
|
|
{
|
|
m_userIndex = index;
|
|
}
|
|
|
|
void setUserIndex2(int index)
|
|
{
|
|
m_userIndex2 = index;
|
|
}
|
|
|
|
void setUserIndex3(int index)
|
|
{
|
|
m_userIndex3 = index;
|
|
}
|
|
|
|
int getUpdateRevisionInternal() const
|
|
{
|
|
return m_updateRevision;
|
|
}
|
|
|
|
void setCustomDebugColor(const btVector3& colorRGB)
|
|
{
|
|
m_customDebugColorRGB = colorRGB;
|
|
m_collisionFlags |= CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR;
|
|
}
|
|
|
|
void removeCustomDebugColor()
|
|
{
|
|
m_collisionFlags &= ~CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR;
|
|
}
|
|
|
|
bool getCustomDebugColor(btVector3 & colorRGB) const
|
|
{
|
|
bool hasCustomColor = (0 != (m_collisionFlags & CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR));
|
|
if (hasCustomColor)
|
|
{
|
|
colorRGB = m_customDebugColorRGB;
|
|
}
|
|
return hasCustomColor;
|
|
}
|
|
|
|
inline bool checkCollideWith(const btCollisionObject* co) const
|
|
{
|
|
if (m_checkCollideWith)
|
|
return checkCollideWithOverride(co);
|
|
|
|
return true;
|
|
}
|
|
|
|
virtual int calculateSerializeBufferSize() const;
|
|
|
|
///fills the dataBuffer and returns the struct name (and 0 on failure)
|
|
virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
|
|
|
|
virtual void serializeSingleObject(class btSerializer * serializer) const;
|
|
};
|
|
|
|
// clang-format off
|
|
|
|
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
|
|
struct btCollisionObjectDoubleData
|
|
{
|
|
void *m_broadphaseHandle;
|
|
void *m_collisionShape;
|
|
btCollisionShapeData *m_rootCollisionShape;
|
|
char *m_name;
|
|
|
|
btTransformDoubleData m_worldTransform;
|
|
btTransformDoubleData m_interpolationWorldTransform;
|
|
btVector3DoubleData m_interpolationLinearVelocity;
|
|
btVector3DoubleData m_interpolationAngularVelocity;
|
|
btVector3DoubleData m_anisotropicFriction;
|
|
double m_contactProcessingThreshold;
|
|
double m_deactivationTime;
|
|
double m_friction;
|
|
double m_rollingFriction;
|
|
double m_contactDamping;
|
|
double m_contactStiffness;
|
|
double m_restitution;
|
|
double m_hitFraction;
|
|
double m_ccdSweptSphereRadius;
|
|
double m_ccdMotionThreshold;
|
|
int m_hasAnisotropicFriction;
|
|
int m_collisionFlags;
|
|
int m_islandTag1;
|
|
int m_companionId;
|
|
int m_activationState1;
|
|
int m_internalType;
|
|
int m_checkCollideWith;
|
|
int m_collisionFilterGroup;
|
|
int m_collisionFilterMask;
|
|
int m_uniqueId;//m_uniqueId is introduced for paircache. could get rid of this, by calculating the address offset etc.
|
|
};
|
|
|
|
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
|
|
struct btCollisionObjectFloatData
|
|
{
|
|
void *m_broadphaseHandle;
|
|
void *m_collisionShape;
|
|
btCollisionShapeData *m_rootCollisionShape;
|
|
char *m_name;
|
|
|
|
btTransformFloatData m_worldTransform;
|
|
btTransformFloatData m_interpolationWorldTransform;
|
|
btVector3FloatData m_interpolationLinearVelocity;
|
|
btVector3FloatData m_interpolationAngularVelocity;
|
|
btVector3FloatData m_anisotropicFriction;
|
|
float m_contactProcessingThreshold;
|
|
float m_deactivationTime;
|
|
float m_friction;
|
|
float m_rollingFriction;
|
|
float m_contactDamping;
|
|
float m_contactStiffness;
|
|
float m_restitution;
|
|
float m_hitFraction;
|
|
float m_ccdSweptSphereRadius;
|
|
float m_ccdMotionThreshold;
|
|
int m_hasAnisotropicFriction;
|
|
int m_collisionFlags;
|
|
int m_islandTag1;
|
|
int m_companionId;
|
|
int m_activationState1;
|
|
int m_internalType;
|
|
int m_checkCollideWith;
|
|
int m_collisionFilterGroup;
|
|
int m_collisionFilterMask;
|
|
int m_uniqueId;
|
|
};
|
|
// clang-format on
|
|
|
|
SIMD_FORCE_INLINE int btCollisionObject::calculateSerializeBufferSize() const
|
|
{
|
|
return sizeof(btCollisionObjectData);
|
|
}
|
|
|
|
#endif //BT_COLLISION_OBJECT_H
|