godot/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.cpp
Rémi Verschelde 99acec63f1 bullet: Sync with current upstream master branch
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc.
We need a recent master commit for some new features that we use in Godot
(see #25543 and #28909).

To avoid warnings generated by Bullet headers included in our own module,
we include those headers with -isystem on GCC and Clang.

Fixes #29503.
2019-06-11 13:19:42 +02:00

139 lines
5.1 KiB
C++

/*
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.
*/
#include "btCollisionObject.h"
#include "LinearMath/btSerializer.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
btCollisionObject::btCollisionObject()
: m_interpolationLinearVelocity(0.f, 0.f, 0.f),
m_interpolationAngularVelocity(0.f, 0.f, 0.f),
m_anisotropicFriction(1.f, 1.f, 1.f),
m_hasAnisotropicFriction(false),
m_contactProcessingThreshold(BT_LARGE_FLOAT),
m_broadphaseHandle(0),
m_collisionShape(0),
m_extensionPointer(0),
m_rootCollisionShape(0),
m_collisionFlags(btCollisionObject::CF_STATIC_OBJECT),
m_islandTag1(-1),
m_companionId(-1),
m_worldArrayIndex(-1),
m_activationState1(1),
m_deactivationTime(btScalar(0.)),
m_friction(btScalar(0.5)),
m_restitution(btScalar(0.)),
m_rollingFriction(0.0f),
m_spinningFriction(0.f),
m_contactDamping(.1),
m_contactStiffness(BT_LARGE_FLOAT),
m_internalType(CO_COLLISION_OBJECT),
m_userObjectPointer(0),
m_userIndex2(-1),
m_userIndex(-1),
m_userIndex3(-1),
m_hitFraction(btScalar(1.)),
m_ccdSweptSphereRadius(btScalar(0.)),
m_ccdMotionThreshold(btScalar(0.)),
m_checkCollideWith(false),
m_updateRevision(0)
{
m_worldTransform.setIdentity();
m_interpolationWorldTransform.setIdentity();
}
btCollisionObject::~btCollisionObject()
{
}
void btCollisionObject::setActivationState(int newState) const
{
if ((m_activationState1 != DISABLE_DEACTIVATION) && (m_activationState1 != DISABLE_SIMULATION))
m_activationState1 = newState;
}
void btCollisionObject::forceActivationState(int newState) const
{
m_activationState1 = newState;
}
void btCollisionObject::activate(bool forceActivation) const
{
if (forceActivation || !(m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT)))
{
setActivationState(ACTIVE_TAG);
m_deactivationTime = btScalar(0.);
}
}
const char* btCollisionObject::serialize(void* dataBuffer, btSerializer* serializer) const
{
btCollisionObjectData* dataOut = (btCollisionObjectData*)dataBuffer;
m_worldTransform.serialize(dataOut->m_worldTransform);
m_interpolationWorldTransform.serialize(dataOut->m_interpolationWorldTransform);
m_interpolationLinearVelocity.serialize(dataOut->m_interpolationLinearVelocity);
m_interpolationAngularVelocity.serialize(dataOut->m_interpolationAngularVelocity);
m_anisotropicFriction.serialize(dataOut->m_anisotropicFriction);
dataOut->m_hasAnisotropicFriction = m_hasAnisotropicFriction;
dataOut->m_contactProcessingThreshold = m_contactProcessingThreshold;
dataOut->m_broadphaseHandle = 0;
dataOut->m_collisionShape = serializer->getUniquePointer(m_collisionShape);
dataOut->m_rootCollisionShape = 0; //@todo
dataOut->m_collisionFlags = m_collisionFlags;
dataOut->m_islandTag1 = m_islandTag1;
dataOut->m_companionId = m_companionId;
dataOut->m_activationState1 = m_activationState1;
dataOut->m_deactivationTime = m_deactivationTime;
dataOut->m_friction = m_friction;
dataOut->m_rollingFriction = m_rollingFriction;
dataOut->m_contactDamping = m_contactDamping;
dataOut->m_contactStiffness = m_contactStiffness;
dataOut->m_restitution = m_restitution;
dataOut->m_internalType = m_internalType;
char* name = (char*)serializer->findNameForPointer(this);
dataOut->m_name = (char*)serializer->getUniquePointer(name);
if (dataOut->m_name)
{
serializer->serializeName(name);
}
dataOut->m_hitFraction = m_hitFraction;
dataOut->m_ccdSweptSphereRadius = m_ccdSweptSphereRadius;
dataOut->m_ccdMotionThreshold = m_ccdMotionThreshold;
dataOut->m_checkCollideWith = m_checkCollideWith;
if (m_broadphaseHandle)
{
dataOut->m_collisionFilterGroup = m_broadphaseHandle->m_collisionFilterGroup;
dataOut->m_collisionFilterMask = m_broadphaseHandle->m_collisionFilterMask;
dataOut->m_uniqueId = m_broadphaseHandle->m_uniqueId;
}
else
{
dataOut->m_collisionFilterGroup = 0;
dataOut->m_collisionFilterMask = 0;
dataOut->m_uniqueId = -1;
}
return btCollisionObjectDataName;
}
void btCollisionObject::serializeSingleObject(class btSerializer* serializer) const
{
int len = calculateSerializeBufferSize();
btChunk* chunk = serializer->allocate(len, 1);
const char* structType = serialize(chunk->m_oldPtr, serializer);
serializer->finalizeChunk(chunk, structType, BT_COLLISIONOBJECT_CODE, (void*)this);
}