| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose, | 
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| 8 | including commercial applications, and to alter it and redistribute it freely, | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 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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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #ifndef BT_DISCRETE_DYNAMICS_WORLD_H | 
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| 17 | #define BT_DISCRETE_DYNAMICS_WORLD_H | 
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| 18 |  | 
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| 19 | #include "btDynamicsWorld.h" | 
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| 20 |  | 
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| 21 | class btDispatcher; | 
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| 22 | class btOverlappingPairCache; | 
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| 23 | class btConstraintSolver; | 
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| 24 | class btSimulationIslandManager; | 
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| 25 | class btTypedConstraint; | 
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| 26 | class btActionInterface; | 
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| 27 |  | 
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| 28 | class btIDebugDraw; | 
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| 29 | #include "LinearMath/btAlignedObjectArray.h" | 
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| 30 |  | 
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| 31 |  | 
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| 32 | ///btDiscreteDynamicsWorld provides discrete rigid body simulation | 
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| 33 | ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController | 
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| 34 | class btDiscreteDynamicsWorld : public btDynamicsWorld | 
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| 35 | { | 
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| 36 | protected: | 
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| 37 |  | 
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| 38 | btConstraintSolver*     m_constraintSolver; | 
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| 39 |  | 
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| 40 | btSimulationIslandManager*      m_islandManager; | 
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| 41 |  | 
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| 42 | btAlignedObjectArray<btTypedConstraint*> m_constraints; | 
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| 43 |  | 
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| 44 | btVector3       m_gravity; | 
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| 45 |  | 
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| 46 | //for variable timesteps | 
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| 47 | btScalar        m_localTime; | 
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| 48 | //for variable timesteps | 
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| 49 |  | 
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| 50 | bool    m_ownsIslandManager; | 
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| 51 | bool    m_ownsConstraintSolver; | 
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| 52 |  | 
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| 53 | btAlignedObjectArray<btActionInterface*>        m_actions; | 
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| 54 |  | 
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| 55 | int     m_profileTimings; | 
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| 56 |  | 
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| 57 | virtual void    predictUnconstraintMotion(btScalar timeStep); | 
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| 58 |  | 
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| 59 | virtual void    integrateTransforms(btScalar timeStep); | 
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| 60 |  | 
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| 61 | virtual void    calculateSimulationIslands(); | 
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| 62 |  | 
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| 63 | virtual void    solveConstraints(btContactSolverInfo& solverInfo); | 
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| 64 |  | 
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| 65 | void    updateActivationState(btScalar timeStep); | 
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| 66 |  | 
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| 67 | void    updateActions(btScalar timeStep); | 
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| 68 |  | 
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| 69 | void    startProfiling(btScalar timeStep); | 
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| 70 |  | 
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| 71 | virtual void    internalSingleStepSimulation( btScalar timeStep); | 
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| 72 |  | 
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| 73 |  | 
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| 74 | virtual void    saveKinematicState(btScalar timeStep); | 
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| 75 |  | 
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| 76 | void    debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color); | 
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| 77 |  | 
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| 78 |  | 
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| 79 | public: | 
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| 80 |  | 
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| 81 |  | 
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| 82 | ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those | 
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| 83 | btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); | 
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| 84 |  | 
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| 85 | virtual ~btDiscreteDynamicsWorld(); | 
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| 86 |  | 
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| 87 | ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's | 
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| 88 | virtual int     stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); | 
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| 89 |  | 
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| 90 |  | 
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| 91 | virtual void    synchronizeMotionStates(); | 
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| 92 |  | 
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| 93 | ///this can be useful to synchronize a single rigid body -> graphics object | 
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| 94 | void    synchronizeSingleMotionState(btRigidBody* body); | 
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| 95 |  | 
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| 96 | virtual void    addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); | 
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| 97 |  | 
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| 98 | virtual void    removeConstraint(btTypedConstraint* constraint); | 
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| 99 |  | 
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| 100 | virtual void    addAction(btActionInterface*); | 
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| 101 |  | 
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| 102 | virtual void    removeAction(btActionInterface*); | 
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| 103 |  | 
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| 104 | btSimulationIslandManager*      getSimulationIslandManager() | 
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| 105 | { | 
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| 106 | return m_islandManager; | 
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| 107 | } | 
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| 108 |  | 
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| 109 | const btSimulationIslandManager*        getSimulationIslandManager() const | 
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| 110 | { | 
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| 111 | return m_islandManager; | 
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| 112 | } | 
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| 113 |  | 
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| 114 | btCollisionWorld*       getCollisionWorld() | 
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| 115 | { | 
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| 116 | return this; | 
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| 117 | } | 
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| 118 |  | 
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| 119 | virtual void    setGravity(const btVector3& gravity); | 
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| 120 |  | 
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| 121 | virtual btVector3 getGravity () const; | 
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| 122 |  | 
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| 123 | virtual void    addRigidBody(btRigidBody* body); | 
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| 124 |  | 
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| 125 | virtual void    addRigidBody(btRigidBody* body, short group, short mask); | 
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| 126 |  | 
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| 127 | virtual void    removeRigidBody(btRigidBody* body); | 
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| 128 |  | 
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| 129 | void    debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color); | 
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| 130 |  | 
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| 131 | void    debugDrawConstraint(btTypedConstraint* constraint); | 
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| 132 |  | 
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| 133 | virtual void    debugDrawWorld(); | 
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| 134 |  | 
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| 135 | virtual void    setConstraintSolver(btConstraintSolver* solver); | 
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| 136 |  | 
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| 137 | virtual btConstraintSolver* getConstraintSolver(); | 
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| 138 |  | 
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| 139 | virtual int             getNumConstraints() const; | 
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| 140 |  | 
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| 141 | virtual btTypedConstraint* getConstraint(int index)     ; | 
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| 142 |  | 
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| 143 | virtual const btTypedConstraint* getConstraint(int index) const; | 
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| 144 |  | 
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| 145 |  | 
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| 146 | virtual btDynamicsWorldType     getWorldType() const | 
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| 147 | { | 
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| 148 | return BT_DISCRETE_DYNAMICS_WORLD; | 
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| 149 | } | 
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| 150 |  | 
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| 151 | ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. | 
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| 152 | virtual void    clearForces(); | 
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| 153 |  | 
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| 154 | ///apply gravity, call this once per timestep | 
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| 155 | virtual void    applyGravity(); | 
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| 156 |  | 
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| 157 | virtual void    setNumTasks(int numTasks) | 
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| 158 | { | 
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| 159 | (void) numTasks; | 
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| 160 | } | 
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| 161 |  | 
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| 162 | ///obsolete, use updateActions instead | 
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| 163 | virtual void updateVehicles(btScalar timeStep) | 
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| 164 | { | 
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| 165 | updateActions(timeStep); | 
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| 166 | } | 
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| 167 |  | 
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| 168 | ///obsolete, use addAction instead | 
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| 169 | virtual void    addVehicle(btActionInterface* vehicle); | 
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| 170 | ///obsolete, use removeAction instead | 
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| 171 | virtual void    removeVehicle(btActionInterface* vehicle); | 
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| 172 | ///obsolete, use addAction instead | 
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| 173 | virtual void    addCharacter(btActionInterface* character); | 
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| 174 | ///obsolete, use removeAction instead | 
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| 175 | virtual void    removeCharacter(btActionInterface* character); | 
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| 176 |  | 
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| 177 | }; | 
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| 178 |  | 
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| 179 | #endif //BT_DISCRETE_DYNAMICS_WORLD_H | 
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