469 lines
12 KiB
C++
469 lines
12 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2010 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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#ifndef B3_TYPED_CONSTRAINT_H
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#define B3_TYPED_CONSTRAINT_H
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#include "Bullet3Common/b3Scalar.h"
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#include "b3SolverConstraint.h"
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class b3Serializer;
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//Don't change any of the existing enum values, so add enum types at the end for serialization compatibility
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enum b3TypedConstraintType
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{
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B3_POINT2POINT_CONSTRAINT_TYPE = 3,
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B3_HINGE_CONSTRAINT_TYPE,
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B3_CONETWIST_CONSTRAINT_TYPE,
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B3_D6_CONSTRAINT_TYPE,
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B3_SLIDER_CONSTRAINT_TYPE,
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B3_CONTACT_CONSTRAINT_TYPE,
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B3_D6_SPRING_CONSTRAINT_TYPE,
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B3_GEAR_CONSTRAINT_TYPE,
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B3_FIXED_CONSTRAINT_TYPE,
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B3_MAX_CONSTRAINT_TYPE
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};
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enum b3ConstraintParams
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{
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B3_CONSTRAINT_ERP = 1,
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B3_CONSTRAINT_STOP_ERP,
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B3_CONSTRAINT_CFM,
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B3_CONSTRAINT_STOP_CFM
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};
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#if 1
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#define b3AssertConstrParams(_par) b3Assert(_par)
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#else
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#define b3AssertConstrParams(_par)
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#endif
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B3_ATTRIBUTE_ALIGNED16(struct)
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b3JointFeedback
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{
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b3Vector3 m_appliedForceBodyA;
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b3Vector3 m_appliedTorqueBodyA;
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b3Vector3 m_appliedForceBodyB;
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b3Vector3 m_appliedTorqueBodyB;
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};
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struct b3RigidBodyData;
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///TypedConstraint is the baseclass for Bullet constraints and vehicles
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B3_ATTRIBUTE_ALIGNED16(class)
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b3TypedConstraint : public b3TypedObject
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{
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int m_userConstraintType;
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union {
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int m_userConstraintId;
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void* m_userConstraintPtr;
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};
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b3Scalar m_breakingImpulseThreshold;
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bool m_isEnabled;
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bool m_needsFeedback;
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int m_overrideNumSolverIterations;
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b3TypedConstraint& operator=(b3TypedConstraint& other)
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{
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b3Assert(0);
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(void)other;
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return *this;
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}
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protected:
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int m_rbA;
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int m_rbB;
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b3Scalar m_appliedImpulse;
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b3Scalar m_dbgDrawSize;
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b3JointFeedback* m_jointFeedback;
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///internal method used by the constraint solver, don't use them directly
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b3Scalar getMotorFactor(b3Scalar pos, b3Scalar lowLim, b3Scalar uppLim, b3Scalar vel, b3Scalar timeFact);
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public:
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B3_DECLARE_ALIGNED_ALLOCATOR();
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virtual ~b3TypedConstraint(){};
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b3TypedConstraint(b3TypedConstraintType type, int bodyA, int bodyB);
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struct b3ConstraintInfo1
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{
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int m_numConstraintRows, nub;
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};
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struct b3ConstraintInfo2
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{
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// integrator parameters: frames per second (1/stepsize), default error
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// reduction parameter (0..1).
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b3Scalar fps, erp;
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// for the first and second body, pointers to two (linear and angular)
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// n*3 jacobian sub matrices, stored by rows. these matrices will have
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// been initialized to 0 on entry. if the second body is zero then the
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// J2xx pointers may be 0.
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b3Scalar *m_J1linearAxis, *m_J1angularAxis, *m_J2linearAxis, *m_J2angularAxis;
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// elements to jump from one row to the next in J's
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int rowskip;
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// right hand sides of the equation J*v = c + cfm * lambda. cfm is the
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// "constraint force mixing" vector. c is set to zero on entry, cfm is
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// set to a constant value (typically very small or zero) value on entry.
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b3Scalar *m_constraintError, *cfm;
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// lo and hi limits for variables (set to -/+ infinity on entry).
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b3Scalar *m_lowerLimit, *m_upperLimit;
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// findex vector for variables. see the LCP solver interface for a
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// description of what this does. this is set to -1 on entry.
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// note that the returned indexes are relative to the first index of
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// the constraint.
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int* findex;
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// number of solver iterations
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int m_numIterations;
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//damping of the velocity
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b3Scalar m_damping;
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};
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int getOverrideNumSolverIterations() const
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{
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return m_overrideNumSolverIterations;
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}
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///override the number of constraint solver iterations used to solve this constraint
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///-1 will use the default number of iterations, as specified in SolverInfo.m_numIterations
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void setOverrideNumSolverIterations(int overideNumIterations)
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{
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m_overrideNumSolverIterations = overideNumIterations;
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}
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///internal method used by the constraint solver, don't use them directly
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virtual void setupSolverConstraint(b3ConstraintArray & ca, int solverBodyA, int solverBodyB, b3Scalar timeStep)
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{
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(void)ca;
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(void)solverBodyA;
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(void)solverBodyB;
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(void)timeStep;
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}
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///internal method used by the constraint solver, don't use them directly
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virtual void getInfo1(b3ConstraintInfo1 * info, const b3RigidBodyData* bodies) = 0;
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///internal method used by the constraint solver, don't use them directly
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virtual void getInfo2(b3ConstraintInfo2 * info, const b3RigidBodyData* bodies) = 0;
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///internal method used by the constraint solver, don't use them directly
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void internalSetAppliedImpulse(b3Scalar appliedImpulse)
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{
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m_appliedImpulse = appliedImpulse;
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}
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///internal method used by the constraint solver, don't use them directly
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b3Scalar internalGetAppliedImpulse()
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{
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return m_appliedImpulse;
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}
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b3Scalar getBreakingImpulseThreshold() const
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{
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return m_breakingImpulseThreshold;
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}
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void setBreakingImpulseThreshold(b3Scalar threshold)
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{
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m_breakingImpulseThreshold = threshold;
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}
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bool isEnabled() const
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{
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return m_isEnabled;
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}
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void setEnabled(bool enabled)
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{
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m_isEnabled = enabled;
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}
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///internal method used by the constraint solver, don't use them directly
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virtual void solveConstraintObsolete(b3SolverBody& /*bodyA*/, b3SolverBody& /*bodyB*/, b3Scalar /*timeStep*/){};
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int getRigidBodyA() const
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{
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return m_rbA;
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}
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int getRigidBodyB() const
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{
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return m_rbB;
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}
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int getRigidBodyA()
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{
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return m_rbA;
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}
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int getRigidBodyB()
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{
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return m_rbB;
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}
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int getUserConstraintType() const
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{
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return m_userConstraintType;
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}
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void setUserConstraintType(int userConstraintType)
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{
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m_userConstraintType = userConstraintType;
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};
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void setUserConstraintId(int uid)
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{
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m_userConstraintId = uid;
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}
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int getUserConstraintId() const
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{
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return m_userConstraintId;
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}
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void setUserConstraintPtr(void* ptr)
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{
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m_userConstraintPtr = ptr;
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}
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void* getUserConstraintPtr()
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{
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return m_userConstraintPtr;
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}
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void setJointFeedback(b3JointFeedback * jointFeedback)
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{
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m_jointFeedback = jointFeedback;
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}
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const b3JointFeedback* getJointFeedback() const
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{
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return m_jointFeedback;
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}
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b3JointFeedback* getJointFeedback()
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{
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return m_jointFeedback;
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}
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int getUid() const
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{
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return m_userConstraintId;
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}
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bool needsFeedback() const
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{
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return m_needsFeedback;
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}
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///enableFeedback will allow to read the applied linear and angular impulse
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///use getAppliedImpulse, getAppliedLinearImpulse and getAppliedAngularImpulse to read feedback information
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void enableFeedback(bool needsFeedback)
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{
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m_needsFeedback = needsFeedback;
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}
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///getAppliedImpulse is an estimated total applied impulse.
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///This feedback could be used to determine breaking constraints or playing sounds.
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b3Scalar getAppliedImpulse() const
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{
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b3Assert(m_needsFeedback);
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return m_appliedImpulse;
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}
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b3TypedConstraintType getConstraintType() const
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{
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return b3TypedConstraintType(m_objectType);
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}
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void setDbgDrawSize(b3Scalar dbgDrawSize)
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{
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m_dbgDrawSize = dbgDrawSize;
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}
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b3Scalar getDbgDrawSize()
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{
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return m_dbgDrawSize;
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}
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///override the default global value of a parameter (such as ERP or CFM), optionally provide the axis (0..5).
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///If no axis is provided, it uses the default axis for this constraint.
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virtual void setParam(int num, b3Scalar value, int axis = -1) = 0;
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///return the local value of parameter
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virtual b3Scalar getParam(int num, int axis = -1) const = 0;
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// virtual int calculateSerializeBufferSize() const;
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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//virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
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};
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// returns angle in range [-B3_2_PI, B3_2_PI], closest to one of the limits
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// all arguments should be normalized angles (i.e. in range [-B3_PI, B3_PI])
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B3_FORCE_INLINE b3Scalar b3AdjustAngleToLimits(b3Scalar angleInRadians, b3Scalar angleLowerLimitInRadians, b3Scalar angleUpperLimitInRadians)
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{
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if (angleLowerLimitInRadians >= angleUpperLimitInRadians)
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{
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return angleInRadians;
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}
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else if (angleInRadians < angleLowerLimitInRadians)
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{
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b3Scalar diffLo = b3Fabs(b3NormalizeAngle(angleLowerLimitInRadians - angleInRadians));
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b3Scalar diffHi = b3Fabs(b3NormalizeAngle(angleUpperLimitInRadians - angleInRadians));
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return (diffLo < diffHi) ? angleInRadians : (angleInRadians + B3_2_PI);
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}
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else if (angleInRadians > angleUpperLimitInRadians)
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{
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b3Scalar diffHi = b3Fabs(b3NormalizeAngle(angleInRadians - angleUpperLimitInRadians));
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b3Scalar diffLo = b3Fabs(b3NormalizeAngle(angleInRadians - angleLowerLimitInRadians));
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return (diffLo < diffHi) ? (angleInRadians - B3_2_PI) : angleInRadians;
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}
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else
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{
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return angleInRadians;
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}
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}
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// clang-format off
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct b3TypedConstraintData
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{
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int m_bodyA;
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int m_bodyB;
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char *m_name;
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int m_objectType;
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int m_userConstraintType;
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int m_userConstraintId;
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int m_needsFeedback;
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float m_appliedImpulse;
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float m_dbgDrawSize;
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int m_disableCollisionsBetweenLinkedBodies;
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int m_overrideNumSolverIterations;
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float m_breakingImpulseThreshold;
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int m_isEnabled;
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};
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// clang-format on
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/*B3_FORCE_INLINE int b3TypedConstraint::calculateSerializeBufferSize() const
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{
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return sizeof(b3TypedConstraintData);
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}
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*/
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class b3AngularLimit
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{
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private:
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b3Scalar
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m_center,
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m_halfRange,
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m_softness,
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m_biasFactor,
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m_relaxationFactor,
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m_correction,
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m_sign;
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bool
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m_solveLimit;
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public:
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/// Default constructor initializes limit as inactive, allowing free constraint movement
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b3AngularLimit()
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: m_center(0.0f),
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m_halfRange(-1.0f),
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m_softness(0.9f),
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m_biasFactor(0.3f),
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m_relaxationFactor(1.0f),
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m_correction(0.0f),
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m_sign(0.0f),
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m_solveLimit(false)
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{
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}
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/// Sets all limit's parameters.
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/// When low > high limit becomes inactive.
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/// When high - low > 2PI limit is ineffective too becouse no angle can exceed the limit
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void set(b3Scalar low, b3Scalar high, b3Scalar _softness = 0.9f, b3Scalar _biasFactor = 0.3f, b3Scalar _relaxationFactor = 1.0f);
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/// Checks conastaint angle against limit. If limit is active and the angle violates the limit
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/// correction is calculated.
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void test(const b3Scalar angle);
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/// Returns limit's softness
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inline b3Scalar getSoftness() const
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{
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return m_softness;
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}
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/// Returns limit's bias factor
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inline b3Scalar getBiasFactor() const
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{
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return m_biasFactor;
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}
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/// Returns limit's relaxation factor
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inline b3Scalar getRelaxationFactor() const
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{
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return m_relaxationFactor;
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}
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/// Returns correction value evaluated when test() was invoked
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inline b3Scalar getCorrection() const
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{
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return m_correction;
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}
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/// Returns sign value evaluated when test() was invoked
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inline b3Scalar getSign() const
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{
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return m_sign;
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}
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/// Gives half of the distance between min and max limit angle
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inline b3Scalar getHalfRange() const
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{
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return m_halfRange;
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}
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/// Returns true when the last test() invocation recognized limit violation
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inline bool isLimit() const
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{
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return m_solveLimit;
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}
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/// Checks given angle against limit. If limit is active and angle doesn't fit it, the angle
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/// returned is modified so it equals to the limit closest to given angle.
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void fit(b3Scalar& angle) const;
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/// Returns correction value multiplied by sign value
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b3Scalar getError() const;
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b3Scalar getLow() const;
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b3Scalar getHigh() const;
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};
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#endif //B3_TYPED_CONSTRAINT_H
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