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diff --git a/thirdparty/bullet/src/BulletDynamics/Featherstone/btMultiBody.h b/thirdparty/bullet/src/BulletDynamics/Featherstone/btMultiBody.h
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+/*
+ * PURPOSE:
+ * Class representing an articulated rigid body. Stores the body's
+ * current state, allows forces and torques to be set, handles
+ * timestepping and implements Featherstone's algorithm.
+ *
+ * COPYRIGHT:
+ * Copyright (C) Stephen Thompson, <stephen@solarflare.org.uk>, 2011-2013
+ * Portions written By Erwin Coumans: connection to LCP solver, various multibody constraints, replacing Eigen math library by Bullet LinearMath and a dedicated 6x6 matrix inverse (solveImatrix)
+ * Portions written By Jakub Stepien: support for multi-DOF constraints, introduction of spatial algebra and several other improvements
+
+ 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_MULTIBODY_H
+#define BT_MULTIBODY_H
+
+#include "LinearMath/btScalar.h"
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btQuaternion.h"
+#include "LinearMath/btMatrix3x3.h"
+#include "LinearMath/btAlignedObjectArray.h"
+
+
+///serialization data, don't change them if you are not familiar with the details of the serialization mechanisms
+#ifdef BT_USE_DOUBLE_PRECISION
+ #define btMultiBodyData btMultiBodyDoubleData
+ #define btMultiBodyDataName "btMultiBodyDoubleData"
+ #define btMultiBodyLinkData btMultiBodyLinkDoubleData
+ #define btMultiBodyLinkDataName "btMultiBodyLinkDoubleData"
+#else
+ #define btMultiBodyData btMultiBodyFloatData
+ #define btMultiBodyDataName "btMultiBodyFloatData"
+ #define btMultiBodyLinkData btMultiBodyLinkFloatData
+ #define btMultiBodyLinkDataName "btMultiBodyLinkFloatData"
+#endif //BT_USE_DOUBLE_PRECISION
+
+#include "btMultiBodyLink.h"
+class btMultiBodyLinkCollider;
+
+ATTRIBUTE_ALIGNED16(class) btMultiBody
+{
+public:
+
+
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ //
+ // initialization
+ //
+
+ btMultiBody(int n_links, // NOT including the base
+ btScalar mass, // mass of base
+ const btVector3 &inertia, // inertia of base, in base frame; assumed diagonal
+ bool fixedBase, // whether the base is fixed (true) or can move (false)
+ bool canSleep, bool deprecatedMultiDof=true);
+
+
+ virtual ~btMultiBody();
+
+ //note: fixed link collision with parent is always disabled
+ void setupFixed(int linkIndex,
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &rotParentToThis,
+ const btVector3 &parentComToThisPivotOffset,
+ const btVector3 &thisPivotToThisComOffset, bool deprecatedDisableParentCollision=true);
+
+
+ void setupPrismatic(int i,
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &rotParentToThis,
+ const btVector3 &jointAxis,
+ const btVector3 &parentComToThisPivotOffset,
+ const btVector3 &thisPivotToThisComOffset,
+ bool disableParentCollision);
+
+ void setupRevolute(int linkIndex, // 0 to num_links-1
+ btScalar mass,
+ const btVector3 &inertia,
+ int parentIndex,
+ const btQuaternion &rotParentToThis, // rotate points in parent frame to this frame, when q = 0
+ const btVector3 &jointAxis, // in my frame
+ const btVector3 &parentComToThisPivotOffset, // vector from parent COM to joint axis, in PARENT frame
+ const btVector3 &thisPivotToThisComOffset, // vector from joint axis to my COM, in MY frame
+ bool disableParentCollision=false);
+
+ void setupSpherical(int linkIndex, // 0 to num_links-1
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &rotParentToThis, // rotate points in parent frame to this frame, when q = 0
+ const btVector3 &parentComToThisPivotOffset, // vector from parent COM to joint axis, in PARENT frame
+ const btVector3 &thisPivotToThisComOffset, // vector from joint axis to my COM, in MY frame
+ bool disableParentCollision=false);
+
+ void setupPlanar(int i, // 0 to num_links-1
+ btScalar mass,
+ const btVector3 &inertia,
+ int parent,
+ const btQuaternion &rotParentToThis, // rotate points in parent frame to this frame, when q = 0
+ const btVector3 &rotationAxis,
+ const btVector3 &parentComToThisComOffset, // vector from parent COM to this COM, in PARENT frame
+ bool disableParentCollision=false);
+
+ const btMultibodyLink& getLink(int index) const
+ {
+ return m_links[index];
+ }
+
+ btMultibodyLink& getLink(int index)
+ {
+ return m_links[index];
+ }
+
+
+ void setBaseCollider(btMultiBodyLinkCollider* collider)//collider can be NULL to disable collision for the base
+ {
+ m_baseCollider = collider;
+ }
+ const btMultiBodyLinkCollider* getBaseCollider() const
+ {
+ return m_baseCollider;
+ }
+ btMultiBodyLinkCollider* getBaseCollider()
+ {
+ return m_baseCollider;
+ }
+
+ btMultiBodyLinkCollider* getLinkCollider(int index)
+ {
+ if (index >= 0 && index < getNumLinks())
+ {
+ return getLink(index).m_collider;
+ }
+ return 0;
+ }
+
+ //
+ // get parent
+ // input: link num from 0 to num_links-1
+ // output: link num from 0 to num_links-1, OR -1 to mean the base.
+ //
+ int getParent(int link_num) const;
+
+
+ //
+ // get number of m_links, masses, moments of inertia
+ //
+
+ int getNumLinks() const { return m_links.size(); }
+ int getNumDofs() const { return m_dofCount; }
+ int getNumPosVars() const { return m_posVarCnt; }
+ btScalar getBaseMass() const { return m_baseMass; }
+ const btVector3 & getBaseInertia() const { return m_baseInertia; }
+ btScalar getLinkMass(int i) const;
+ const btVector3 & getLinkInertia(int i) const;
+
+
+
+ //
+ // change mass (incomplete: can only change base mass and inertia at present)
+ //
+
+ void setBaseMass(btScalar mass) { m_baseMass = mass; }
+ void setBaseInertia(const btVector3 &inertia) { m_baseInertia = inertia; }
+
+
+ //
+ // get/set pos/vel/rot/omega for the base link
+ //
+
+ const btVector3 & getBasePos() const { return m_basePos; } // in world frame
+ const btVector3 getBaseVel() const
+ {
+ return btVector3(m_realBuf[3],m_realBuf[4],m_realBuf[5]);
+ } // in world frame
+ const btQuaternion & getWorldToBaseRot() const
+ {
+ return m_baseQuat;
+ } // rotates world vectors into base frame
+ btVector3 getBaseOmega() const { return btVector3(m_realBuf[0],m_realBuf[1],m_realBuf[2]); } // in world frame
+
+ void setBasePos(const btVector3 &pos)
+ {
+ m_basePos = pos;
+ }
+
+ void setBaseWorldTransform(const btTransform& tr)
+ {
+ setBasePos(tr.getOrigin());
+ setWorldToBaseRot(tr.getRotation().inverse());
+
+ }
+
+ btTransform getBaseWorldTransform() const
+ {
+ btTransform tr;
+ tr.setOrigin(getBasePos());
+ tr.setRotation(getWorldToBaseRot().inverse());
+ return tr;
+ }
+
+ void setBaseVel(const btVector3 &vel)
+ {
+
+ m_realBuf[3]=vel[0]; m_realBuf[4]=vel[1]; m_realBuf[5]=vel[2];
+ }
+ void setWorldToBaseRot(const btQuaternion &rot)
+ {
+ m_baseQuat = rot; //m_baseQuat asumed to ba alias!?
+ }
+ void setBaseOmega(const btVector3 &omega)
+ {
+ m_realBuf[0]=omega[0];
+ m_realBuf[1]=omega[1];
+ m_realBuf[2]=omega[2];
+ }
+
+
+ //
+ // get/set pos/vel for child m_links (i = 0 to num_links-1)
+ //
+
+ btScalar getJointPos(int i) const;
+ btScalar getJointVel(int i) const;
+
+ btScalar * getJointVelMultiDof(int i);
+ btScalar * getJointPosMultiDof(int i);
+
+ const btScalar * getJointVelMultiDof(int i) const ;
+ const btScalar * getJointPosMultiDof(int i) const ;
+
+ void setJointPos(int i, btScalar q);
+ void setJointVel(int i, btScalar qdot);
+ void setJointPosMultiDof(int i, btScalar *q);
+ void setJointVelMultiDof(int i, btScalar *qdot);
+
+
+
+ //
+ // direct access to velocities as a vector of 6 + num_links elements.
+ // (omega first, then v, then joint velocities.)
+ //
+ const btScalar * getVelocityVector() const
+ {
+ return &m_realBuf[0];
+ }
+/* btScalar * getVelocityVector()
+ {
+ return &real_buf[0];
+ }
+ */
+
+ //
+ // get the frames of reference (positions and orientations) of the child m_links
+ // (i = 0 to num_links-1)
+ //
+
+ const btVector3 & getRVector(int i) const; // vector from COM(parent(i)) to COM(i), in frame i's coords
+ const btQuaternion & getParentToLocalRot(int i) const; // rotates vectors in frame parent(i) to vectors in frame i.
+
+
+ //
+ // transform vectors in local frame of link i to world frame (or vice versa)
+ //
+ btVector3 localPosToWorld(int i, const btVector3 &vec) const;
+ btVector3 localDirToWorld(int i, const btVector3 &vec) const;
+ btVector3 worldPosToLocal(int i, const btVector3 &vec) const;
+ btVector3 worldDirToLocal(int i, const btVector3 &vec) const;
+
+ //
+ // transform a frame in local coordinate to a frame in world coordinate
+ //
+ btMatrix3x3 localFrameToWorld(int i, const btMatrix3x3 &mat) const;
+
+ //
+ // calculate kinetic energy and angular momentum
+ // useful for debugging.
+ //
+
+ btScalar getKineticEnergy() const;
+ btVector3 getAngularMomentum() const;
+
+
+ //
+ // set external forces and torques. Note all external forces/torques are given in the WORLD frame.
+ //
+
+ void clearForcesAndTorques();
+ void clearConstraintForces();
+
+ void clearVelocities();
+
+ void addBaseForce(const btVector3 &f)
+ {
+ m_baseForce += f;
+ }
+ void addBaseTorque(const btVector3 &t) { m_baseTorque += t; }
+ void addLinkForce(int i, const btVector3 &f);
+ void addLinkTorque(int i, const btVector3 &t);
+
+ void addBaseConstraintForce(const btVector3 &f)
+ {
+ m_baseConstraintForce += f;
+ }
+ void addBaseConstraintTorque(const btVector3 &t) { m_baseConstraintTorque += t; }
+ void addLinkConstraintForce(int i, const btVector3 &f);
+ void addLinkConstraintTorque(int i, const btVector3 &t);
+
+
+void addJointTorque(int i, btScalar Q);
+ void addJointTorqueMultiDof(int i, int dof, btScalar Q);
+ void addJointTorqueMultiDof(int i, const btScalar *Q);
+
+ const btVector3 & getBaseForce() const { return m_baseForce; }
+ const btVector3 & getBaseTorque() const { return m_baseTorque; }
+ const btVector3 & getLinkForce(int i) const;
+ const btVector3 & getLinkTorque(int i) const;
+ btScalar getJointTorque(int i) const;
+ btScalar * getJointTorqueMultiDof(int i);
+
+
+ //
+ // dynamics routines.
+ //
+
+ // timestep the velocities (given the external forces/torques set using addBaseForce etc).
+ // also sets up caches for calcAccelerationDeltas.
+ //
+ // Note: the caller must provide three vectors which are used as
+ // temporary scratch space. The idea here is to reduce dynamic
+ // memory allocation: the same scratch vectors can be re-used
+ // again and again for different Multibodies, instead of each
+ // btMultiBody allocating (and then deallocating) their own
+ // individual scratch buffers. This gives a considerable speed
+ // improvement, at least on Windows (where dynamic memory
+ // allocation appears to be fairly slow).
+ //
+
+
+ void computeAccelerationsArticulatedBodyAlgorithmMultiDof(btScalar dt,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m,
+ bool isConstraintPass=false
+ );
+
+///stepVelocitiesMultiDof is deprecated, use computeAccelerationsArticulatedBodyAlgorithmMultiDof instead
+ void stepVelocitiesMultiDof(btScalar dt,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m,
+ bool isConstraintPass=false)
+ {
+ computeAccelerationsArticulatedBodyAlgorithmMultiDof(dt,scratch_r,scratch_v,scratch_m,isConstraintPass);
+ }
+
+ // calcAccelerationDeltasMultiDof
+ // input: force vector (in same format as jacobian, i.e.:
+ // 3 torque values, 3 force values, num_links joint torque values)
+ // output: 3 omegadot values, 3 vdot values, num_links q_double_dot values
+ // (existing contents of output array are replaced)
+ // calcAccelerationDeltasMultiDof must have been called first.
+ void calcAccelerationDeltasMultiDof(const btScalar *force, btScalar *output,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v) const;
+
+
+ void applyDeltaVeeMultiDof2(const btScalar * delta_vee, btScalar multiplier)
+ {
+ for (int dof = 0; dof < 6 + getNumDofs(); ++dof)
+ {
+ m_deltaV[dof] += delta_vee[dof] * multiplier;
+ }
+ }
+ void processDeltaVeeMultiDof2()
+ {
+ applyDeltaVeeMultiDof(&m_deltaV[0],1);
+
+ for (int dof = 0; dof < 6 + getNumDofs(); ++dof)
+ {
+ m_deltaV[dof] = 0.f;
+ }
+ }
+
+ void applyDeltaVeeMultiDof(const btScalar * delta_vee, btScalar multiplier)
+ {
+ //for (int dof = 0; dof < 6 + getNumDofs(); ++dof)
+ // printf("%.4f ", delta_vee[dof]*multiplier);
+ //printf("\n");
+
+ //btScalar sum = 0;
+ //for (int dof = 0; dof < 6 + getNumDofs(); ++dof)
+ //{
+ // sum += delta_vee[dof]*multiplier*delta_vee[dof]*multiplier;
+ //}
+ //btScalar l = btSqrt(sum);
+
+ //if (l>m_maxAppliedImpulse)
+ //{
+ // multiplier *= m_maxAppliedImpulse/l;
+ //}
+
+ for (int dof = 0; dof < 6 + getNumDofs(); ++dof)
+ {
+ m_realBuf[dof] += delta_vee[dof] * multiplier;
+ btClamp(m_realBuf[dof],-m_maxCoordinateVelocity,m_maxCoordinateVelocity);
+ }
+ }
+
+
+
+ // timestep the positions (given current velocities).
+ void stepPositionsMultiDof(btScalar dt, btScalar *pq = 0, btScalar *pqd = 0);
+
+
+ //
+ // contacts
+ //
+
+ // This routine fills out a contact constraint jacobian for this body.
+ // the 'normal' supplied must be -n for body1 or +n for body2 of the contact.
+ // 'normal' & 'contact_point' are both given in world coordinates.
+
+ void fillContactJacobianMultiDof(int link,
+ const btVector3 &contact_point,
+ const btVector3 &normal,
+ btScalar *jac,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m) const { fillConstraintJacobianMultiDof(link, contact_point, btVector3(0, 0, 0), normal, jac, scratch_r, scratch_v, scratch_m); }
+
+ //a more general version of fillContactJacobianMultiDof which does not assume..
+ //.. that the constraint in question is contact or, to be more precise, constrains linear velocity only
+ void fillConstraintJacobianMultiDof(int link,
+ const btVector3 &contact_point,
+ const btVector3 &normal_ang,
+ const btVector3 &normal_lin,
+ btScalar *jac,
+ btAlignedObjectArray<btScalar> &scratch_r,
+ btAlignedObjectArray<btVector3> &scratch_v,
+ btAlignedObjectArray<btMatrix3x3> &scratch_m) const;
+
+
+ //
+ // sleeping
+ //
+ void setCanSleep(bool canSleep)
+ {
+ m_canSleep = canSleep;
+ }
+
+ bool getCanSleep()const
+ {
+ return m_canSleep;
+ }
+
+ bool isAwake() const { return m_awake; }
+ void wakeUp();
+ void goToSleep();
+ void checkMotionAndSleepIfRequired(btScalar timestep);
+
+ bool hasFixedBase() const
+ {
+ return m_fixedBase;
+ }
+
+ int getCompanionId() const
+ {
+ return m_companionId;
+ }
+ void setCompanionId(int id)
+ {
+ //printf("for %p setCompanionId(%d)\n",this, id);
+ m_companionId = id;
+ }
+
+ void setNumLinks(int numLinks)//careful: when changing the number of m_links, make sure to re-initialize or update existing m_links
+ {
+ m_links.resize(numLinks);
+ }
+
+ btScalar getLinearDamping() const
+ {
+ return m_linearDamping;
+ }
+ void setLinearDamping( btScalar damp)
+ {
+ m_linearDamping = damp;
+ }
+ btScalar getAngularDamping() const
+ {
+ return m_angularDamping;
+ }
+ void setAngularDamping( btScalar damp)
+ {
+ m_angularDamping = damp;
+ }
+
+ bool getUseGyroTerm() const
+ {
+ return m_useGyroTerm;
+ }
+ void setUseGyroTerm(bool useGyro)
+ {
+ m_useGyroTerm = useGyro;
+ }
+ btScalar getMaxCoordinateVelocity() const
+ {
+ return m_maxCoordinateVelocity ;
+ }
+ void setMaxCoordinateVelocity(btScalar maxVel)
+ {
+ m_maxCoordinateVelocity = maxVel;
+ }
+
+ btScalar getMaxAppliedImpulse() const
+ {
+ return m_maxAppliedImpulse;
+ }
+ void setMaxAppliedImpulse(btScalar maxImp)
+ {
+ m_maxAppliedImpulse = maxImp;
+ }
+ void setHasSelfCollision(bool hasSelfCollision)
+ {
+ m_hasSelfCollision = hasSelfCollision;
+ }
+ bool hasSelfCollision() const
+ {
+ return m_hasSelfCollision;
+ }
+
+
+ void finalizeMultiDof();
+
+ void useRK4Integration(bool use) { m_useRK4 = use; }
+ bool isUsingRK4Integration() const { return m_useRK4; }
+ void useGlobalVelocities(bool use) { m_useGlobalVelocities = use; }
+ bool isUsingGlobalVelocities() const { return m_useGlobalVelocities; }
+
+ bool isPosUpdated() const
+ {
+ return __posUpdated;
+ }
+ void setPosUpdated(bool updated)
+ {
+ __posUpdated = updated;
+ }
+
+ //internalNeedsJointFeedback is for internal use only
+ bool internalNeedsJointFeedback() const
+ {
+ return m_internalNeedsJointFeedback;
+ }
+ void forwardKinematics(btAlignedObjectArray<btQuaternion>& scratch_q,btAlignedObjectArray<btVector3>& scratch_m);
+
+ void compTreeLinkVelocities(btVector3 *omega, btVector3 *vel) const;
+
+ void updateCollisionObjectWorldTransforms(btAlignedObjectArray<btQuaternion>& scratch_q,btAlignedObjectArray<btVector3>& scratch_m);
+
+ 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;
+
+ const char* getBaseName() const
+ {
+ return m_baseName;
+ }
+ ///memory of setBaseName needs to be manager by user
+ void setBaseName(const char* name)
+ {
+ m_baseName = name;
+ }
+
+ ///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;
+ }
+ ///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;
+ }
+
+private:
+ btMultiBody(const btMultiBody &); // not implemented
+ void operator=(const btMultiBody &); // not implemented
+
+
+ void solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, btScalar result[6]) const;
+ void solveImatrix(const btSpatialForceVector &rhs, btSpatialMotionVector &result) const;
+
+ void updateLinksDofOffsets()
+ {
+ int dofOffset = 0, cfgOffset = 0;
+ for(int bidx = 0; bidx < m_links.size(); ++bidx)
+ {
+ m_links[bidx].m_dofOffset = dofOffset; m_links[bidx].m_cfgOffset = cfgOffset;
+ dofOffset += m_links[bidx].m_dofCount; cfgOffset += m_links[bidx].m_posVarCount;
+ }
+ }
+
+ void mulMatrix(btScalar *pA, btScalar *pB, int rowsA, int colsA, int rowsB, int colsB, btScalar *pC) const;
+
+
+private:
+
+ btMultiBodyLinkCollider* m_baseCollider;//can be NULL
+ const char* m_baseName;//memory needs to be manager by user!
+
+ btVector3 m_basePos; // position of COM of base (world frame)
+ btQuaternion m_baseQuat; // rotates world points into base frame
+
+ btScalar m_baseMass; // mass of the base
+ btVector3 m_baseInertia; // inertia of the base (in local frame; diagonal)
+
+ btVector3 m_baseForce; // external force applied to base. World frame.
+ btVector3 m_baseTorque; // external torque applied to base. World frame.
+
+ btVector3 m_baseConstraintForce; // external force applied to base. World frame.
+ btVector3 m_baseConstraintTorque; // external torque applied to base. World frame.
+
+ btAlignedObjectArray<btMultibodyLink> m_links; // array of m_links, excluding the base. index from 0 to num_links-1.
+
+
+ //
+ // realBuf:
+ // offset size array
+ // 0 6 + num_links v (base_omega; base_vel; joint_vels) MULTIDOF [sysdof x sysdof for D matrices (TOO MUCH!) + pos_delta which is sys-cfg sized]
+ // 6+num_links num_links D
+ //
+ // vectorBuf:
+ // offset size array
+ // 0 num_links h_top
+ // num_links num_links h_bottom
+ //
+ // matrixBuf:
+ // offset size array
+ // 0 num_links+1 rot_from_parent
+ //
+ btAlignedObjectArray<btScalar> m_deltaV;
+ btAlignedObjectArray<btScalar> m_realBuf;
+ btAlignedObjectArray<btVector3> m_vectorBuf;
+ btAlignedObjectArray<btMatrix3x3> m_matrixBuf;
+
+
+ btMatrix3x3 m_cachedInertiaTopLeft;
+ btMatrix3x3 m_cachedInertiaTopRight;
+ btMatrix3x3 m_cachedInertiaLowerLeft;
+ btMatrix3x3 m_cachedInertiaLowerRight;
+ bool m_cachedInertiaValid;
+
+ bool m_fixedBase;
+
+ // Sleep parameters.
+ bool m_awake;
+ bool m_canSleep;
+ btScalar m_sleepTimer;
+
+ void* m_userObjectPointer;
+ int m_userIndex2;
+ int m_userIndex;
+
+ int m_companionId;
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
+ bool m_useGyroTerm;
+ btScalar m_maxAppliedImpulse;
+ btScalar m_maxCoordinateVelocity;
+ bool m_hasSelfCollision;
+
+ bool __posUpdated;
+ int m_dofCount, m_posVarCnt;
+ bool m_useRK4, m_useGlobalVelocities;
+
+ ///the m_needsJointFeedback gets updated/computed during the stepVelocitiesMultiDof and it for internal usage only
+ bool m_internalNeedsJointFeedback;
+};
+
+struct btMultiBodyLinkDoubleData
+{
+ btQuaternionDoubleData m_zeroRotParentToThis;
+ btVector3DoubleData m_parentComToThisComOffset;
+ btVector3DoubleData m_thisPivotToThisComOffset;
+ btVector3DoubleData m_jointAxisTop[6];
+ btVector3DoubleData m_jointAxisBottom[6];
+
+ btVector3DoubleData m_linkInertia; // inertia of the base (in local frame; diagonal)
+ double m_linkMass;
+ int m_parentIndex;
+ int m_jointType;
+
+ int m_dofCount;
+ int m_posVarCount;
+ double m_jointPos[7];
+ double m_jointVel[6];
+ double m_jointTorque[6];
+
+ double m_jointDamping;
+ double m_jointFriction;
+ double m_jointLowerLimit;
+ double m_jointUpperLimit;
+ double m_jointMaxForce;
+ double m_jointMaxVelocity;
+
+ char *m_linkName;
+ char *m_jointName;
+ btCollisionObjectDoubleData *m_linkCollider;
+ char *m_paddingPtr;
+
+};
+
+struct btMultiBodyLinkFloatData
+{
+ btQuaternionFloatData m_zeroRotParentToThis;
+ btVector3FloatData m_parentComToThisComOffset;
+ btVector3FloatData m_thisPivotToThisComOffset;
+ btVector3FloatData m_jointAxisTop[6];
+ btVector3FloatData m_jointAxisBottom[6];
+ btVector3FloatData m_linkInertia; // inertia of the base (in local frame; diagonal)
+ int m_dofCount;
+ float m_linkMass;
+ int m_parentIndex;
+ int m_jointType;
+
+
+
+ float m_jointPos[7];
+ float m_jointVel[6];
+ float m_jointTorque[6];
+ int m_posVarCount;
+ float m_jointDamping;
+ float m_jointFriction;
+ float m_jointLowerLimit;
+ float m_jointUpperLimit;
+ float m_jointMaxForce;
+ float m_jointMaxVelocity;
+
+ char *m_linkName;
+ char *m_jointName;
+ btCollisionObjectFloatData *m_linkCollider;
+ char *m_paddingPtr;
+
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btMultiBodyDoubleData
+{
+ btTransformDoubleData m_baseWorldTransform;
+ btVector3DoubleData m_baseInertia; // inertia of the base (in local frame; diagonal)
+ double m_baseMass;
+
+ char *m_baseName;
+ btMultiBodyLinkDoubleData *m_links;
+ btCollisionObjectDoubleData *m_baseCollider;
+ char *m_paddingPtr;
+ int m_numLinks;
+ char m_padding[4];
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btMultiBodyFloatData
+{
+ char *m_baseName;
+ btMultiBodyLinkFloatData *m_links;
+ btCollisionObjectFloatData *m_baseCollider;
+ btTransformFloatData m_baseWorldTransform;
+ btVector3FloatData m_baseInertia; // inertia of the base (in local frame; diagonal)
+
+ float m_baseMass;
+ int m_numLinks;
+};
+
+
+
+#endif