668 lines
20 KiB
C++
668 lines
20 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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/* Desc: Link class
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* Author: Nate Koenig
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* Date: 13 Feb 2006
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*/
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#include "gazebo/common/Assert.hh"
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#include "gazebo/common/Console.hh"
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#include "gazebo/common/Exception.hh"
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#include "gazebo/physics/World.hh"
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#include "gazebo/physics/Model.hh"
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#include "gazebo/physics/bullet/bullet_inc.h"
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#include "gazebo/physics/bullet/BulletCollision.hh"
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#include "gazebo/physics/bullet/BulletLink.hh"
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#include "gazebo/physics/bullet/BulletMotionState.hh"
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#include "gazebo/physics/bullet/BulletPhysics.hh"
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#include "gazebo/physics/bullet/BulletSurfaceParams.hh"
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using namespace gazebo;
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using namespace physics;
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//////////////////////////////////////////////////
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BulletLink::BulletLink(EntityPtr _parent)
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: Link(_parent)
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{
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this->rigidLink = nullptr;
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this->compoundShape = nullptr;
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this->bulletPhysics = boost::dynamic_pointer_cast<BulletPhysics>(
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this->GetWorld()->GetPhysicsEngine());
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if (this->bulletPhysics == nullptr)
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gzerr << "Not using the bullet physics engine\n";
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}
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//////////////////////////////////////////////////
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BulletLink::~BulletLink()
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{
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this->Fini();
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}
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//////////////////////////////////////////////////
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void BulletLink::Load(sdf::ElementPtr _sdf)
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{
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if (this->bulletPhysics)
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Link::Load(_sdf);
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}
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//////////////////////////////////////////////////
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void BulletLink::Init()
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{
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if (!this->bulletPhysics)
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return;
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// Set the initial pose of the body
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this->motionState.reset(new BulletMotionState(
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boost::dynamic_pointer_cast<Link>(shared_from_this())));
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Link::Init();
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GZ_ASSERT(this->sdf != NULL, "Unable to initialize link, SDF is NULL");
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this->SetKinematic(this->sdf->Get<bool>("kinematic"));
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GZ_ASSERT(this->inertial != NULL, "Inertial pointer is NULL");
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// The bullet dynamics solver checks for zero mass to identify static and
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// kinematic bodies.
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if (this->IsStatic() || this->GetKinematic())
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{
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this->inertial->SetMass(0);
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this->inertial->SetInertiaMatrix(0, 0, 0, 0, 0, 0);
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}
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else
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{
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// Diagonalize inertia matrix and add inertial pose rotation
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auto inertiald = this->inertial->Ign();
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auto m = inertiald.MassMatrix();
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auto Idiag = m.PrincipalMoments();
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auto inertialPose = inertiald.Pose();
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inertialPose.Rot() *= m.PrincipalAxesOffset();
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this->inertial->SetInertiaMatrix(Idiag[0], Idiag[1], Idiag[2], 0, 0, 0);
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this->inertial->SetCoG(inertialPose);
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}
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/// \todo FIXME: Friction Parameters
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/// Currently, gazebo uses btCompoundShape to store multiple
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/// <collision> shapes in bullet. Each child shape could have a
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/// different mu1 and mu2. This is not ideal as friction is set
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/// per BulletLink::rigidLink (btRigidBody : btCollisionObject).
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/// Right now, the friction coefficients for the last BulletCollision
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/// processed in this link below is stored in hackMu1, hackMu2.
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/// The average is stored in this->rigidLink.
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/// Final friction coefficient is applied in ContactCallback
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/// by taking the lower of the 2 colliding rigidLink's.
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double hackMu1 = 0;
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double hackMu2 = 0;
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for (Base_V::iterator iter = this->children.begin();
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iter != this->children.end(); ++iter)
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{
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if ((*iter)->HasType(Base::COLLISION))
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{
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BulletCollisionPtr collision;
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collision = boost::static_pointer_cast<BulletCollision>(*iter);
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btCollisionShape *shape = collision->GetCollisionShape();
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SurfaceParamsPtr surface = collision->GetSurface();
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GZ_ASSERT(surface, "Surface pointer for is invalid");
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FrictionPyramidPtr friction = surface->FrictionPyramid();
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GZ_ASSERT(friction, "Friction pointer is invalid");
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hackMu1 = friction->MuPrimary();
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hackMu2 = friction->MuSecondary();
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auto relativePose = collision->GetRelativePose().Ign()
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- this->inertial->GetPose().Ign();
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if (!this->compoundShape)
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this->compoundShape = new btCompoundShape();
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dynamic_cast<btCompoundShape *>(this->compoundShape)->addChildShape(
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BulletTypes::ConvertPose(relativePose), shape);
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}
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}
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// if there are no collisions in the link then use an empty shape
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if (!this->compoundShape)
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this->compoundShape = new btEmptyShape();
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// Create a construction info object
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btRigidBody::btRigidBodyConstructionInfo
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rigidLinkCI(this->inertial->GetMass(), this->motionState.get(),
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this->compoundShape, BulletTypes::ConvertVector3(
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this->inertial->GetPrincipalMoments()));
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rigidLinkCI.m_linearDamping = this->GetLinearDamping();
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rigidLinkCI.m_angularDamping = this->GetAngularDamping();
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// Create the new rigid body
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this->rigidLink = new btRigidBody(rigidLinkCI);
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this->rigidLink->setUserPointer(this);
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this->rigidLink->setCollisionFlags(this->rigidLink->getCollisionFlags() |
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btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
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this->rigidLink->setFlags(BT_ENABLE_GYROPSCOPIC_FORCE);
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/// \TODO: get friction from collision object
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this->rigidLink->setAnisotropicFriction(btVector3(1, 1, 1),
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btCollisionObject::CF_ANISOTROPIC_FRICTION);
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this->rigidLink->setFriction(0.5*(hackMu1 + hackMu2)); // Hack
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// Setup motion clamping to prevent objects from moving too fast.
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// this->rigidLink->setCcdMotionThreshold(1);
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// math::Vector3 size = this->GetBoundingBox().GetSize();
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// this->rigidLink->setCcdSweptSphereRadius(size.GetMax()*0.8);
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if (this->inertial->GetMass() <= 0.0)
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this->rigidLink->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
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GZ_ASSERT(bulletWorld != NULL, "Bullet dynamics world is NULL");
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// bullet supports setting bits to a rigid body but not individual
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// shapes/collisions so find the first child collision and set rigid body to
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// use its category and collision bits.
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unsigned int collideBits = GZ_ALL_COLLIDE;
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BulletCollisionPtr collision;
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for (Base_V::iterator iter = this->children.begin();
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iter != this->children.end(); ++iter)
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{
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if ((*iter)->HasType(Base::COLLISION))
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{
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collision = boost::static_pointer_cast<BulletCollision>(*iter);
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collideBits = collision->GetCollideBits();
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break;
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}
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}
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bulletWorld->addRigidBody(this->rigidLink, collideBits, collideBits);
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// Only use auto disable if no joints and no sensors are present
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this->rigidLink->setActivationState(DISABLE_DEACTIVATION);
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if (this->GetModel()->GetAutoDisable() &&
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this->GetModel()->GetJointCount() == 0 &&
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this->GetSensorCount() == 0)
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{
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this->rigidLink->setActivationState(ACTIVE_TAG);
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this->rigidLink->setSleepingThresholds(0.1, 0.1);
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this->rigidLink->setDeactivationTime(1.0);
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}
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this->SetGravityMode(this->sdf->Get<bool>("gravity"));
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this->SetLinearDamping(this->GetLinearDamping());
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this->SetAngularDamping(this->GetAngularDamping());
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}
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//////////////////////////////////////////////////
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void BulletLink::Fini()
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{
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if (this->bulletPhysics && this->rigidLink)
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{
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btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
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if (bulletWorld)
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bulletWorld->removeRigidBody(this->rigidLink);
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delete this->rigidLink;
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}
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this->bulletPhysics.reset();
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this->rigidLink = NULL;
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this->motionState.reset();
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if (this->compoundShape)
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delete this->compoundShape;
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this->compoundShape = NULL;
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Link::Fini();
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}
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/////////////////////////////////////////////////////////////////////
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void BulletLink::UpdateMass()
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{
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if (this->rigidLink && this->inertial)
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{
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if (this->inertial->GetProductsofInertia() != math::Vector3::Zero)
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{
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gzwarn << "UpdateMass is ignoring off-diagonal inertia terms.\n";
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}
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this->rigidLink->setMassProps(this->inertial->GetMass(),
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BulletTypes::ConvertVector3(this->inertial->GetPrincipalMoments()));
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}
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}
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//////////////////////////////////////////////////
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void BulletLink::SetGravityMode(bool _mode)
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, unable to SetGravityMode" << std::endl;
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return;
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}
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if (_mode == false)
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this->rigidLink->setGravity(btVector3(0, 0, 0));
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// this->rigidLink->setMassProps(btScalar(0), btmath::Vector3(0, 0, 0));
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else
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{
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math::Vector3 g = this->bulletPhysics->GetGravity();
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this->rigidLink->setGravity(btVector3(g.x, g.y, g.z));
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/*btScalar btMass = this->mass.GetAsDouble();
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btmath::Vector3 fallInertia(0, 0, 0);
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this->compoundShape->calculateLocalInertia(btMass, fallInertia);
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this->rigidLink->setMassProps(btMass, fallInertia);
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*/
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}
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}
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//////////////////////////////////////////////////
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bool BulletLink::GetGravityMode() const
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{
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bool result = false;
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, GetGravityMode returns "
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<< result << " by default." << std::endl;
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return result;
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}
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btVector3 g = this->rigidLink->getGravity();
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result = !math::equal(static_cast<double>(g.length()), 0.0);
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return result;
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}
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//////////////////////////////////////////////////
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void BulletLink::SetSelfCollide(bool _collide)
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{
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this->sdf->GetElement("self_collide")->Set(_collide);
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}
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//////////////////////////////////////////////////
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/*void BulletLink::AttachCollision(Collision *_collision)
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{
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Link::AttachCollision(_collision);
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BulletCollision *bcollision = dynamic_cast<BulletCollision*>(_collision);
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if (_collision == NULL)
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gzthrow("requires BulletCollision");
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btTransform trans;
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math::Pose relativePose = _collision->GetRelativePose();
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trans = BulletTypes::ConvertPose(relativePose);
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bcollision->SetCompoundShapeIndex(this->compoundShape->getNumChildShapes());
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this->compoundShape->addChildShape(trans, bcollision->GetCollisionShape());
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}
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*/
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//////////////////////////////////////////////////
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/// Adapted from ODELink::OnPoseChange
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void BulletLink::OnPoseChange()
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{
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Link::OnPoseChange();
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, unable to respond to OnPoseChange"
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<< std::endl;
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return;
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}
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// this->SetEnabled(true);
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const math::Pose myPose = this->GetWorldInertialPose();
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this->rigidLink->setCenterOfMassTransform(
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BulletTypes::ConvertPose(myPose));
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}
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//////////////////////////////////////////////////
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bool BulletLink::GetEnabled() const
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{
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// This function and its counterpart BulletLink::SetEnabled
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// don't do anything yet.
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return true;
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}
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//////////////////////////////////////////////////
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void BulletLink::SetEnabled(bool /*_enable*/) const
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{
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/*
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if (!this->rigidLink)
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return;
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if (_enable)
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this->rigidLink->activate(true);
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else
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this->rigidLink->setActivationState(WANTS_DEACTIVATION);
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*/
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}
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//////////////////////////////////////////////////
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void BulletLink::SetLinearVel(const math::Vector3 &_vel)
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, unable to SetLinearVel" << std::endl;
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return;
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}
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this->rigidLink->setLinearVelocity(BulletTypes::ConvertVector3(_vel));
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}
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//////////////////////////////////////////////////
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math::Vector3 BulletLink::GetWorldCoGLinearVel() const
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, GetWorldLinearVel returns "
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<< math::Vector3(0, 0, 0) << " by default." << std::endl;
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return math::Vector3(0, 0, 0);
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}
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btVector3 vel = this->rigidLink->getLinearVelocity();
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return BulletTypes::ConvertVector3(vel);
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}
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//////////////////////////////////////////////////
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math::Vector3 BulletLink::GetWorldLinearVel(const math::Vector3 &_offset) const
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, GetWorldLinearVel returns "
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<< math::Vector3(0, 0, 0) << " by default." << std::endl;
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return math::Vector3(0, 0, 0);
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}
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math::Pose wPose = this->GetWorldPose();
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GZ_ASSERT(this->inertial != NULL, "Inertial pointer is NULL");
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math::Vector3 offsetFromCoG = wPose.rot*(_offset - this->inertial->GetCoG());
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btVector3 vel = this->rigidLink->getVelocityInLocalPoint(
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BulletTypes::ConvertVector3(offsetFromCoG));
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return BulletTypes::ConvertVector3(vel);
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}
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//////////////////////////////////////////////////
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math::Vector3 BulletLink::GetWorldLinearVel(const math::Vector3 &_offset,
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const math::Quaternion &_q) const
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, GetWorldLinearVel returns "
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<< math::Vector3(0, 0, 0) << " by default." << std::endl;
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return math::Vector3(0, 0, 0);
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}
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math::Pose wPose = this->GetWorldPose();
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GZ_ASSERT(this->inertial != NULL, "Inertial pointer is NULL");
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math::Vector3 offsetFromCoG = _q*_offset
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- wPose.rot*this->inertial->GetCoG();
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btVector3 vel = this->rigidLink->getVelocityInLocalPoint(
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BulletTypes::ConvertVector3(offsetFromCoG));
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return BulletTypes::ConvertVector3(vel);
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}
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//////////////////////////////////////////////////
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void BulletLink::SetAngularVel(const math::Vector3 &_vel)
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, unable to SetAngularVel" << std::endl;
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return;
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}
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this->rigidLink->setAngularVelocity(BulletTypes::ConvertVector3(_vel));
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}
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//////////////////////////////////////////////////
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math::Vector3 BulletLink::GetWorldAngularVel() const
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, GetWorldAngularVel returns "
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<< math::Vector3(0, 0, 0) << " by default." << std::endl;
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return math::Vector3(0, 0, 0);
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}
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btVector3 vel = this->rigidLink->getAngularVelocity();
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return BulletTypes::ConvertVector3(vel);
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}
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//////////////////////////////////////////////////
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void BulletLink::SetForce(const math::Vector3 &_force)
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{
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if (!this->rigidLink)
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return;
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this->rigidLink->applyCentralForce(
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btVector3(_force.x, _force.y, _force.z));
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}
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//////////////////////////////////////////////////
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math::Vector3 BulletLink::GetWorldForce() const
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{
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if (!this->rigidLink)
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return math::Vector3(0, 0, 0);
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btVector3 btVec;
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btVec = this->rigidLink->getTotalForce();
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return math::Vector3(btVec.x(), btVec.y(), btVec.z());
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}
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//////////////////////////////////////////////////
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void BulletLink::SetTorque(const math::Vector3 &_torque)
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{
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if (!this->rigidLink)
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{
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gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
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<< " does not exist, unable to SetAngularVel" << std::endl;
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return;
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}
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this->rigidLink->applyTorque(BulletTypes::ConvertVector3(_torque));
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}
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//////////////////////////////////////////////////
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math::Vector3 BulletLink::GetWorldTorque() const
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{
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/*
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if (!this->rigidLink)
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return math::Vector3(0, 0, 0);
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btmath::Vector3 btVec;
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btVec = this->rigidLink->getTotalTorque();
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return math::Vector3(btVec.x(), btVec.y(), btVec.z());
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*/
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return math::Vector3();
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}
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//////////////////////////////////////////////////
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btRigidBody *BulletLink::GetBulletLink() const
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{
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return this->rigidLink;
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}
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|
|
//////////////////////////////////////////////////
|
|
void BulletLink::RemoveAndAddBody() const
|
|
{
|
|
GZ_ASSERT(nullptr != this->rigidLink, "Must add body to world first");
|
|
|
|
btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
|
|
bulletWorld->removeRigidBody(this->rigidLink);
|
|
|
|
unsigned int collideBits = GZ_ALL_COLLIDE;
|
|
for (auto iter = this->children.begin(); iter != this->children.end(); ++iter)
|
|
{
|
|
if ((*iter)->HasType(Base::COLLISION))
|
|
{
|
|
auto collision = boost::static_pointer_cast<BulletCollision>(*iter);
|
|
collideBits = collision->GetCollideBits();
|
|
break;
|
|
}
|
|
}
|
|
|
|
bulletWorld->addRigidBody(this->rigidLink, collideBits, collideBits);
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void BulletLink::ClearCollisionCache()
|
|
{
|
|
if (!this->rigidLink)
|
|
{
|
|
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
|
|
<< " does not exist, unable to ClearCollisionCache" << std::endl;
|
|
return;
|
|
}
|
|
|
|
btDynamicsWorld *bulletWorld = this->bulletPhysics->GetDynamicsWorld();
|
|
GZ_ASSERT(bulletWorld != NULL, "Bullet dynamics world is NULL");
|
|
|
|
bulletWorld->updateSingleAabb(this->rigidLink);
|
|
bulletWorld->getBroadphase()->getOverlappingPairCache()->
|
|
cleanProxyFromPairs(this->rigidLink->getBroadphaseHandle(),
|
|
bulletWorld->getDispatcher());
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void BulletLink::SetLinearDamping(double _damping)
|
|
{
|
|
if (!this->rigidLink)
|
|
{
|
|
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
|
|
<< " does not exist, unable to SetLinearDamping"
|
|
<< std::endl;
|
|
return;
|
|
}
|
|
this->rigidLink->setDamping((btScalar)_damping,
|
|
(btScalar)this->rigidLink->getAngularDamping());
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void BulletLink::SetAngularDamping(double _damping)
|
|
{
|
|
if (!this->rigidLink)
|
|
{
|
|
gzlog << "Bullet rigid body for link [" << this->GetName() << "]"
|
|
<< " does not exist, unable to SetAngularDamping"
|
|
<< std::endl;
|
|
return;
|
|
}
|
|
this->rigidLink->setDamping(
|
|
(btScalar)this->rigidLink->getLinearDamping(), (btScalar)_damping);
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
/*void BulletLink::SetCollisionRelativePose(BulletCollision *_collision,
|
|
const math::Pose &_newPose)
|
|
{
|
|
std::map<std::string, Collision*>::iterator iter;
|
|
unsigned int i;
|
|
|
|
for (iter = this->collisions.begin(), i = 0; iter != this->collisions.end();
|
|
++iter, ++i)
|
|
{
|
|
if (iter->second == _collision)
|
|
break;
|
|
}
|
|
|
|
if (i < this->collisions.size())
|
|
{
|
|
// Set the pose of the _collision in Bullet
|
|
this->compoundShape->updateChildTransform(i,
|
|
BulletTypes::ConvertPose(_newPose));
|
|
}
|
|
}*/
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::AddForce(const math::Vector3 &/*_force*/)
|
|
{
|
|
gzlog << "BulletLink::AddForce not yet implemented." << std::endl;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::AddRelativeForce(const math::Vector3 &/*_force*/)
|
|
{
|
|
gzlog << "BulletLink::AddRelativeForce not yet implemented." << std::endl;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::AddForceAtWorldPosition(const math::Vector3 &/*_force*/,
|
|
const math::Vector3 &/*_pos*/)
|
|
{
|
|
gzlog << "BulletLink::AddForceAtWorldPosition not yet implemented."
|
|
<< std::endl;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::AddForceAtRelativePosition(const math::Vector3 &/*_force*/,
|
|
const math::Vector3 &/*_relpos*/)
|
|
{
|
|
gzlog << "BulletLink::AddForceAtRelativePosition not yet implemented."
|
|
<< std::endl;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void BulletLink::AddLinkForce(const math::Vector3 &/*_force*/,
|
|
const math::Vector3 &/*_offset*/)
|
|
{
|
|
gzlog << "BulletLink::AddLinkForce not yet implemented (#1476)."
|
|
<< std::endl;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::AddTorque(const math::Vector3 &/*_torque*/)
|
|
{
|
|
gzlog << "BulletLink::AddTorque not yet implemented." << std::endl;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::AddRelativeTorque(const math::Vector3 &/*_torque*/)
|
|
{
|
|
gzlog << "BulletLink::AddRelativeTorque not yet implemented." << std::endl;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
void BulletLink::SetAutoDisable(bool /*_disable*/)
|
|
{
|
|
gzlog << "BulletLink::SetAutoDisable not yet implemented." << std::endl;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void BulletLink::SetLinkStatic(bool /*_static*/)
|
|
{
|
|
gzlog << "To be implemented\n";
|
|
}
|