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source: code/branches/physics/src/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h @ 1963

Last change on this file since 1963 was 1963, checked in by rgrieder, 16 years ago

Added Bullet physics engine.

  • Property svn:eol-style set to native
File size: 4.4 KB
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_DYNAMICS_WORLD_H
17#define BT_DYNAMICS_WORLD_H
18
19#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
20#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
21
22class btTypedConstraint;
23class btRaycastVehicle;
24class btConstraintSolver;
25class btDynamicsWorld;
26
27/// Type for the callback for each tick
28typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
29
30enum btDynamicsWorldType
31{
32        BT_SIMPLE_DYNAMICS_WORLD=1,
33        BT_DISCRETE_DYNAMICS_WORLD=2,
34        BT_CONTINUOUS_DYNAMICS_WORLD=3
35};
36
37///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
38class btDynamicsWorld : public btCollisionWorld
39{
40
41protected:
42                btInternalTickCallback m_internalTickCallback;
43                void*   m_worldUserInfo;
44
45                btContactSolverInfo     m_solverInfo;
46
47public:
48               
49
50                btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
51                :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0), m_worldUserInfo(0)
52                {
53                }
54
55                virtual ~btDynamicsWorld()
56                {
57                }
58               
59                ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
60                ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
61                ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
62                ///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.
63                virtual int             stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
64                       
65                virtual void    debugDrawWorld() = 0;
66                               
67                virtual void    addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) 
68                { 
69                        (void)constraint; (void)disableCollisionsBetweenLinkedBodies;
70                }
71
72                virtual void    removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
73
74                virtual void    addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
75
76                virtual void    removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
77
78                //once a rigidbody is added to the dynamics world, it will get this gravity assigned
79                //existing rigidbodies in the world get gravity assigned too, during this method
80                virtual void    setGravity(const btVector3& gravity) = 0;
81                virtual btVector3 getGravity () const = 0;
82
83                virtual void    addRigidBody(btRigidBody* body) = 0;
84
85                virtual void    removeRigidBody(btRigidBody* body) = 0;
86
87                virtual void    setConstraintSolver(btConstraintSolver* solver) = 0;
88
89                virtual btConstraintSolver* getConstraintSolver() = 0;
90               
91                virtual int             getNumConstraints() const {     return 0;               }
92               
93                virtual btTypedConstraint* getConstraint(int index)             {       (void)index;            return 0;               }
94               
95                virtual const btTypedConstraint* getConstraint(int index) const {       (void)index;    return 0;       }
96
97                virtual btDynamicsWorldType     getWorldType() const=0;
98
99                virtual void    clearForces() = 0;
100
101                /// Set the callback for when an internal tick (simulation substep) happens, optional user info
102                void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0) 
103                { 
104                        m_internalTickCallback = cb; 
105                        m_worldUserInfo = worldUserInfo;
106                }
107
108                void    setWorldUserInfo(void* worldUserInfo)
109                {
110                        m_worldUserInfo = worldUserInfo;
111                }
112
113                void*   getWorldUserInfo() const
114                {
115                        return m_worldUserInfo;
116                }
117
118                btContactSolverInfo& getSolverInfo()
119                {
120                        return m_solverInfo;
121                }
122
123
124};
125
126#endif //BT_DYNAMICS_WORLD_H
127
128
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