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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
- 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_DISCRETE_DYNAMICS_WORLD_H
- #define BT_DISCRETE_DYNAMICS_WORLD_H
- #include "btDynamicsWorld.h"
- class btDispatcher;
- class btOverlappingPairCache;
- class btConstraintSolver;
- class btSimulationIslandManager;
- class btTypedConstraint;
- class btActionInterface;
- class btPersistentManifold;
- class btIDebugDraw;
- struct InplaceSolverIslandCallback;
- #include "bullet/LinearMath/btAlignedObjectArray.h"
- ///btDiscreteDynamicsWorld provides discrete rigid body simulation
- ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
- ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorld : public btDynamicsWorld
- {
- protected:
-
- btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
- InplaceSolverIslandCallback* m_solverIslandCallback;
- btConstraintSolver* m_constraintSolver;
- btSimulationIslandManager* m_islandManager;
- btAlignedObjectArray<btTypedConstraint*> m_constraints;
- btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
- btVector3 m_gravity;
- //for variable timesteps
- btScalar m_localTime;
- btScalar m_fixedTimeStep;
- //for variable timesteps
- bool m_ownsIslandManager;
- bool m_ownsConstraintSolver;
- bool m_synchronizeAllMotionStates;
- bool m_applySpeculativeContactRestitution;
- btAlignedObjectArray<btActionInterface*> m_actions;
-
- int m_profileTimings;
- bool m_latencyMotionStateInterpolation;
- btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
- virtual void predictUnconstraintMotion(btScalar timeStep);
-
- virtual void integrateTransforms(btScalar timeStep);
-
- virtual void calculateSimulationIslands();
- virtual void solveConstraints(btContactSolverInfo& solverInfo);
-
- virtual void updateActivationState(btScalar timeStep);
- void updateActions(btScalar timeStep);
- void startProfiling(btScalar timeStep);
- virtual void internalSingleStepSimulation( btScalar timeStep);
- void createPredictiveContacts(btScalar timeStep);
- virtual void saveKinematicState(btScalar timeStep);
- void serializeRigidBodies(btSerializer* serializer);
- void serializeDynamicsWorldInfo(btSerializer* serializer);
- public:
- BT_DECLARE_ALIGNED_ALLOCATOR();
- ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
- btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
- virtual ~btDiscreteDynamicsWorld();
- ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
- virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
- virtual void synchronizeMotionStates();
- ///this can be useful to synchronize a single rigid body -> graphics object
- void synchronizeSingleMotionState(btRigidBody* body);
- virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
- virtual void removeConstraint(btTypedConstraint* constraint);
- virtual void addAction(btActionInterface*);
- virtual void removeAction(btActionInterface*);
-
- btSimulationIslandManager* getSimulationIslandManager()
- {
- return m_islandManager;
- }
- const btSimulationIslandManager* getSimulationIslandManager() const
- {
- return m_islandManager;
- }
- btCollisionWorld* getCollisionWorld()
- {
- return this;
- }
- virtual void setGravity(const btVector3& gravity);
- virtual btVector3 getGravity () const;
- virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
- virtual void addRigidBody(btRigidBody* body);
- virtual void addRigidBody(btRigidBody* body, short group, short mask);
- virtual void removeRigidBody(btRigidBody* body);
- ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
- virtual void removeCollisionObject(btCollisionObject* collisionObject);
- void debugDrawConstraint(btTypedConstraint* constraint);
- virtual void debugDrawWorld();
- virtual void setConstraintSolver(btConstraintSolver* solver);
- virtual btConstraintSolver* getConstraintSolver();
-
- virtual int getNumConstraints() const;
- virtual btTypedConstraint* getConstraint(int index) ;
- virtual const btTypedConstraint* getConstraint(int index) const;
-
- virtual btDynamicsWorldType getWorldType() const
- {
- return BT_DISCRETE_DYNAMICS_WORLD;
- }
-
- ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
- virtual void clearForces();
- ///apply gravity, call this once per timestep
- virtual void applyGravity();
- virtual void setNumTasks(int numTasks)
- {
- (void) numTasks;
- }
- ///obsolete, use updateActions instead
- virtual void updateVehicles(btScalar timeStep)
- {
- updateActions(timeStep);
- }
- ///obsolete, use addAction instead
- virtual void addVehicle(btActionInterface* vehicle);
- ///obsolete, use removeAction instead
- virtual void removeVehicle(btActionInterface* vehicle);
- ///obsolete, use addAction instead
- virtual void addCharacter(btActionInterface* character);
- ///obsolete, use removeAction instead
- virtual void removeCharacter(btActionInterface* character);
- void setSynchronizeAllMotionStates(bool synchronizeAll)
- {
- m_synchronizeAllMotionStates = synchronizeAll;
- }
- bool getSynchronizeAllMotionStates() const
- {
- return m_synchronizeAllMotionStates;
- }
- void setApplySpeculativeContactRestitution(bool enable)
- {
- m_applySpeculativeContactRestitution = enable;
- }
-
- bool getApplySpeculativeContactRestitution() const
- {
- return m_applySpeculativeContactRestitution;
- }
- ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
- virtual void serialize(btSerializer* serializer);
- ///Interpolate motion state between previous and current transform, instead of current and next transform.
- ///This can relieve discontinuities in the rendering, due to penetrations
- void setLatencyMotionStateInterpolation(bool latencyInterpolation )
- {
- m_latencyMotionStateInterpolation = latencyInterpolation;
- }
- bool getLatencyMotionStateInterpolation() const
- {
- return m_latencyMotionStateInterpolation;
- }
- };
- #endif //BT_DISCRETE_DYNAMICS_WORLD_H
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