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diff --git a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h
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+/*
+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.
+*/
+
+#ifndef BT_SOLVE_2LINEAR_CONSTRAINT_H
+#define BT_SOLVE_2LINEAR_CONSTRAINT_H
+
+#include "LinearMath/btMatrix3x3.h"
+#include "LinearMath/btVector3.h"
+
+
+class btRigidBody;
+
+
+
+/// constraint class used for lateral tyre friction.
+class btSolve2LinearConstraint
+{
+ btScalar m_tau;
+ btScalar m_damping;
+
+public:
+
+ btSolve2LinearConstraint(btScalar tau,btScalar damping)
+ {
+ m_tau = tau;
+ m_damping = damping;
+ }
+ //
+ // solve unilateral constraint (equality, direct method)
+ //
+ void resolveUnilateralPairConstraint(
+ btRigidBody* body0,
+ btRigidBody* body1,
+
+ const btMatrix3x3& world2A,
+ const btMatrix3x3& world2B,
+
+ const btVector3& invInertiaADiag,
+ const btScalar invMassA,
+ const btVector3& linvelA,const btVector3& angvelA,
+ const btVector3& rel_posA1,
+ const btVector3& invInertiaBDiag,
+ const btScalar invMassB,
+ const btVector3& linvelB,const btVector3& angvelB,
+ const btVector3& rel_posA2,
+
+ btScalar depthA, const btVector3& normalA,
+ const btVector3& rel_posB1,const btVector3& rel_posB2,
+ btScalar depthB, const btVector3& normalB,
+ btScalar& imp0,btScalar& imp1);
+
+
+ //
+ // solving 2x2 lcp problem (inequality, direct solution )
+ //
+ void resolveBilateralPairConstraint(
+ btRigidBody* body0,
+ btRigidBody* body1,
+ const btMatrix3x3& world2A,
+ const btMatrix3x3& world2B,
+
+ const btVector3& invInertiaADiag,
+ const btScalar invMassA,
+ const btVector3& linvelA,const btVector3& angvelA,
+ const btVector3& rel_posA1,
+ const btVector3& invInertiaBDiag,
+ const btScalar invMassB,
+ const btVector3& linvelB,const btVector3& angvelB,
+ const btVector3& rel_posA2,
+
+ btScalar depthA, const btVector3& normalA,
+ const btVector3& rel_posB1,const btVector3& rel_posB2,
+ btScalar depthB, const btVector3& normalB,
+ btScalar& imp0,btScalar& imp1);
+
+/*
+ void resolveAngularConstraint( const btMatrix3x3& invInertiaAWS,
+ const btScalar invMassA,
+ const btVector3& linvelA,const btVector3& angvelA,
+ const btVector3& rel_posA1,
+ const btMatrix3x3& invInertiaBWS,
+ const btScalar invMassB,
+ const btVector3& linvelB,const btVector3& angvelB,
+ const btVector3& rel_posA2,
+
+ btScalar depthA, const btVector3& normalA,
+ const btVector3& rel_posB1,const btVector3& rel_posB2,
+ btScalar depthB, const btVector3& normalB,
+ btScalar& imp0,btScalar& imp1);
+
+*/
+
+};
+
+#endif //BT_SOLVE_2LINEAR_CONSTRAINT_H