| 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_DYNAMICS_WORLD_H | 
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| 17 | #define BT_DYNAMICS_WORLD_H | 
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| 18 |  | 
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| 19 | #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" | 
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| 20 | #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" | 
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| 21 |  | 
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| 22 | class btTypedConstraint; | 
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| 23 | class btActionInterface; | 
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| 24 | class btConstraintSolver; | 
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| 25 | class btDynamicsWorld; | 
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| 26 |  | 
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| 27 |  | 
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| 28 | /// Type for the callback for each tick | 
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| 29 | typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep); | 
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| 30 |  | 
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| 31 | enum btDynamicsWorldType | 
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| 32 | { | 
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| 33 | BT_SIMPLE_DYNAMICS_WORLD=1, | 
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| 34 | BT_DISCRETE_DYNAMICS_WORLD=2, | 
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| 35 | BT_CONTINUOUS_DYNAMICS_WORLD=3 | 
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| 36 | }; | 
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| 37 |  | 
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| 38 | ///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc. | 
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| 39 | class btDynamicsWorld : public btCollisionWorld | 
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| 40 | { | 
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| 41 |  | 
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| 42 | protected: | 
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| 43 | btInternalTickCallback m_internalTickCallback; | 
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| 44 | void*   m_worldUserInfo; | 
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| 45 |  | 
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| 46 | btContactSolverInfo     m_solverInfo; | 
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| 47 |  | 
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| 48 | public: | 
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| 49 |  | 
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| 50 |  | 
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| 51 | btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration) | 
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| 52 | :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0), m_worldUserInfo(0) | 
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| 53 | { | 
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| 54 | } | 
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| 55 |  | 
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| 56 | virtual ~btDynamicsWorld() | 
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| 57 | { | 
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| 58 | } | 
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| 59 |  | 
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| 60 | ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds. | 
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| 61 | ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'. | 
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| 62 | ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'. | 
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| 63 | ///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant. | 
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| 64 | virtual int             stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0; | 
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| 65 |  | 
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| 66 | virtual void    debugDrawWorld() = 0; | 
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| 67 |  | 
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| 68 | virtual void    addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) | 
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| 69 | { | 
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| 70 | (void)constraint; (void)disableCollisionsBetweenLinkedBodies; | 
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| 71 | } | 
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| 72 |  | 
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| 73 | virtual void    removeConstraint(btTypedConstraint* constraint) {(void)constraint;} | 
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| 74 |  | 
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| 75 | virtual void    addAction(btActionInterface* action) = 0; | 
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| 76 |  | 
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| 77 | virtual void    removeAction(btActionInterface* action) = 0; | 
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| 78 |  | 
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| 79 | //once a rigidbody is added to the dynamics world, it will get this gravity assigned | 
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| 80 | //existing rigidbodies in the world get gravity assigned too, during this method | 
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| 81 | virtual void    setGravity(const btVector3& gravity) = 0; | 
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| 82 | virtual btVector3 getGravity () const = 0; | 
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| 83 |  | 
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| 84 | virtual void    synchronizeMotionStates() = 0; | 
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| 85 |  | 
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| 86 | virtual void    addRigidBody(btRigidBody* body) = 0; | 
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| 87 |  | 
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| 88 | virtual void    removeRigidBody(btRigidBody* body) = 0; | 
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| 89 |  | 
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| 90 | virtual void    setConstraintSolver(btConstraintSolver* solver) = 0; | 
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| 91 |  | 
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| 92 | virtual btConstraintSolver* getConstraintSolver() = 0; | 
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| 93 |  | 
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| 94 | virtual int             getNumConstraints() const {     return 0;               } | 
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| 95 |  | 
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| 96 | virtual btTypedConstraint* getConstraint(int index)             {       (void)index;            return 0;               } | 
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| 97 |  | 
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| 98 | virtual const btTypedConstraint* getConstraint(int index) const {       (void)index;    return 0;       } | 
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| 99 |  | 
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| 100 | virtual btDynamicsWorldType     getWorldType() const=0; | 
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| 101 |  | 
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| 102 | virtual void    clearForces() = 0; | 
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| 103 |  | 
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| 104 | /// Set the callback for when an internal tick (simulation substep) happens, optional user info | 
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| 105 | void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0) | 
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| 106 | { | 
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| 107 | m_internalTickCallback = cb; | 
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| 108 | m_worldUserInfo = worldUserInfo; | 
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| 109 | } | 
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| 110 |  | 
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| 111 | void    setWorldUserInfo(void* worldUserInfo) | 
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| 112 | { | 
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| 113 | m_worldUserInfo = worldUserInfo; | 
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| 114 | } | 
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| 115 |  | 
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| 116 | void*   getWorldUserInfo() const | 
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| 117 | { | 
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| 118 | return m_worldUserInfo; | 
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| 119 | } | 
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| 120 |  | 
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| 121 | btContactSolverInfo& getSolverInfo() | 
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| 122 | { | 
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| 123 | return m_solverInfo; | 
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| 124 | } | 
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| 125 |  | 
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| 126 |  | 
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| 127 | ///obsolete, use addAction instead. | 
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| 128 | virtual void    addVehicle(btActionInterface* vehicle) {(void)vehicle;} | 
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| 129 | ///obsolete, use removeAction instead | 
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| 130 | virtual void    removeVehicle(btActionInterface* vehicle) {(void)vehicle;} | 
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| 131 | ///obsolete, use addAction instead. | 
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| 132 | virtual void    addCharacter(btActionInterface* character) {(void)character;} | 
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| 133 | ///obsolete, use removeAction instead | 
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| 134 | virtual void    removeCharacter(btActionInterface* character) {(void)character;} | 
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| 135 |  | 
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| 136 |  | 
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| 137 | }; | 
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| 138 |  | 
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| 139 | #endif //BT_DYNAMICS_WORLD_H | 
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| 140 |  | 
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| 141 |  | 
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