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Ported Bullet to the mod loader system; needs further work
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2007 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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#include "btContinuousDynamicsWorld.h"
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#include "LinearMath/btQuickprof.h"
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//collision detection
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
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//rigidbody & constraints
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
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#include <stdio.h>
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btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
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:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
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{
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}
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btContinuousDynamicsWorld::~btContinuousDynamicsWorld()
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{
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}
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void btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep)
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{
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startProfiling(timeStep);
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if(0 != m_internalPreTickCallback) {
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(*m_internalPreTickCallback)(this, timeStep);
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}
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///update aabbs information
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updateAabbs();
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//static int frame=0;
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// printf("frame %d\n",frame++);
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///apply gravity, predict motion
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predictUnconstraintMotion(timeStep);
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btDispatcherInfo& dispatchInfo = getDispatchInfo();
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_debugDraw = getDebugDrawer();
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///perform collision detection
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performDiscreteCollisionDetection();
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calculateSimulationIslands();
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getSolverInfo().m_timeStep = timeStep;
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///solve contact and other joint constraints
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solveConstraints(getSolverInfo());
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///CallbackTriggers();
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calculateTimeOfImpacts(timeStep);
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btScalar toi = dispatchInfo.m_timeOfImpact;
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// if (toi < 1.f)
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// printf("toi = %f\n",toi);
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if (toi < 0.f)
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printf("toi = %f\n",toi);
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///integrate transforms
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integrateTransforms(timeStep * toi);
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///update vehicle simulation
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updateActions(timeStep);
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updateActivationState( timeStep );
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if(0 != m_internalTickCallback) {
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(*m_internalTickCallback)(this, timeStep);
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}
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}
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void btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
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{
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///these should be 'temporal' aabbs!
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updateTemporalAabbs(timeStep);
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///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually.
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///so we handle the case moving versus static properly, and we cheat for moving versus moving
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btScalar toi = 1.f;
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btDispatcherInfo& dispatchInfo = getDispatchInfo();
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dispatchInfo.m_timeStep = timeStep;
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dispatchInfo.m_timeOfImpact = 1.f;
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dispatchInfo.m_stepCount = 0;
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dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS;
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///calculate time of impact for overlapping pairs
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btDispatcher* dispatcher = getDispatcher();
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if (dispatcher)
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dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
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toi = dispatchInfo.m_timeOfImpact;
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dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
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}
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void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
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{
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btVector3 temporalAabbMin,temporalAabbMax;
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
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const btVector3& linvel = body->getLinearVelocity();
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//make the AABB temporal
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btScalar temporalAabbMaxx = temporalAabbMax.getX();
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btScalar temporalAabbMaxy = temporalAabbMax.getY();
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btScalar temporalAabbMaxz = temporalAabbMax.getZ();
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btScalar temporalAabbMinx = temporalAabbMin.getX();
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btScalar temporalAabbMiny = temporalAabbMin.getY();
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btScalar temporalAabbMinz = temporalAabbMin.getZ();
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// add linear motion
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btVector3 linMotion = linvel*timeStep;
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if (linMotion.x() > 0.f)
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temporalAabbMaxx += linMotion.x();
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else
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temporalAabbMinx += linMotion.x();
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if (linMotion.y() > 0.f)
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temporalAabbMaxy += linMotion.y();
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else
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temporalAabbMiny += linMotion.y();
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if (linMotion.z() > 0.f)
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temporalAabbMaxz += linMotion.z();
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else
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temporalAabbMinz += linMotion.z();
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//add conservative angular motion
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btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep;
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btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
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temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
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temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);
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temporalAabbMin -= angularMotion3d;
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temporalAabbMax += angularMotion3d;
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m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1);
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}
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}
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//update aabb (of all moved objects)
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m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
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}
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