| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org | 
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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 |  | 
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| 17 | #ifndef BT_DISCRETE_DYNAMICS_WORLD_H | 
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| 18 | #define BT_DISCRETE_DYNAMICS_WORLD_H | 
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| 19 |  | 
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| 20 | #include "btDynamicsWorld.h" | 
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| 21 |  | 
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| 22 | class btDispatcher; | 
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| 23 | class btOverlappingPairCache; | 
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| 24 | class btConstraintSolver; | 
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| 25 | class btSimulationIslandManager; | 
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| 26 | class btTypedConstraint; | 
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| 27 | class btActionInterface; | 
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| 28 |  | 
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| 29 | class btIDebugDraw; | 
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| 30 | #include "LinearMath/btAlignedObjectArray.h" | 
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| 31 |  | 
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| 32 |  | 
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| 33 | ///btDiscreteDynamicsWorld provides discrete rigid body simulation | 
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| 34 | ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController | 
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| 35 | class btDiscreteDynamicsWorld : public btDynamicsWorld | 
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| 36 | { | 
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| 37 | protected: | 
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| 38 |  | 
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| 39 |         btConstraintSolver*     m_constraintSolver; | 
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| 40 |  | 
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| 41 |         btSimulationIslandManager*      m_islandManager; | 
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| 42 |  | 
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| 43 |         btAlignedObjectArray<btTypedConstraint*> m_constraints; | 
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| 44 |  | 
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| 45 |         btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies; | 
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| 46 |  | 
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| 47 |         btVector3       m_gravity; | 
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| 48 |  | 
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| 49 |         //for variable timesteps | 
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| 50 |         btScalar        m_localTime; | 
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| 51 |         //for variable timesteps | 
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| 52 |  | 
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| 53 |         bool    m_ownsIslandManager; | 
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| 54 |         bool    m_ownsConstraintSolver; | 
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| 55 |         bool    m_synchronizeAllMotionStates; | 
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| 56 |  | 
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| 57 |         btAlignedObjectArray<btActionInterface*>        m_actions; | 
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| 58 |          | 
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| 59 |         int     m_profileTimings; | 
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| 60 |  | 
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| 61 |         virtual void    predictUnconstraintMotion(btScalar timeStep); | 
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| 62 |          | 
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| 63 |         virtual void    integrateTransforms(btScalar timeStep); | 
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| 64 |                  | 
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| 65 |         virtual void    addSpeculativeContacts(btScalar timeStep); | 
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| 66 |  | 
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| 67 |         virtual void    calculateSimulationIslands(); | 
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| 68 |  | 
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| 69 |         virtual void    solveConstraints(btContactSolverInfo& solverInfo); | 
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| 70 |          | 
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| 71 |         void    updateActivationState(btScalar timeStep); | 
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| 72 |  | 
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| 73 |         void    updateActions(btScalar timeStep); | 
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| 74 |  | 
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| 75 |         void    startProfiling(btScalar timeStep); | 
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| 76 |  | 
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| 77 |         virtual void    internalSingleStepSimulation( btScalar timeStep); | 
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| 78 |  | 
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| 79 |  | 
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| 80 |         virtual void    saveKinematicState(btScalar timeStep); | 
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| 81 |  | 
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| 82 |         void    serializeRigidBodies(btSerializer* serializer); | 
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| 83 |  | 
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| 84 | public: | 
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| 85 |  | 
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| 86 |  | 
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| 87 |         ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those | 
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| 88 |         btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); | 
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| 89 |  | 
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| 90 |         virtual ~btDiscreteDynamicsWorld(); | 
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| 91 |  | 
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| 92 |         ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's | 
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| 93 |         virtual int     stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); | 
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| 94 |  | 
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| 95 |  | 
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| 96 |         virtual void    synchronizeMotionStates(); | 
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| 97 |  | 
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| 98 |         ///this can be useful to synchronize a single rigid body -> graphics object | 
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| 99 |         void    synchronizeSingleMotionState(btRigidBody* body); | 
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| 100 |  | 
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| 101 |         virtual void    addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); | 
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| 102 |  | 
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| 103 |         virtual void    removeConstraint(btTypedConstraint* constraint); | 
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| 104 |  | 
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| 105 |         virtual void    addAction(btActionInterface*); | 
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| 106 |  | 
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| 107 |         virtual void    removeAction(btActionInterface*); | 
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| 108 |          | 
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| 109 |         btSimulationIslandManager*      getSimulationIslandManager() | 
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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 |         const btSimulationIslandManager*        getSimulationIslandManager() const  | 
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| 115 |         { | 
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| 116 |                 return m_islandManager; | 
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| 117 |         } | 
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| 118 |  | 
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| 119 |         btCollisionWorld*       getCollisionWorld() | 
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| 120 |         { | 
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| 121 |                 return this; | 
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| 122 |         } | 
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| 123 |  | 
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| 124 |         virtual void    setGravity(const btVector3& gravity); | 
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| 125 |  | 
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| 126 |         virtual btVector3 getGravity () const; | 
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| 127 |  | 
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| 128 |         virtual void    addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter); | 
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| 129 |  | 
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| 130 |         virtual void    addRigidBody(btRigidBody* body); | 
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| 131 |  | 
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| 132 |         virtual void    addRigidBody(btRigidBody* body, short group, short mask); | 
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| 133 |  | 
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| 134 |         virtual void    removeRigidBody(btRigidBody* body); | 
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| 135 |  | 
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| 136 |         ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject | 
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| 137 |         virtual void    removeCollisionObject(btCollisionObject* collisionObject); | 
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| 138 |  | 
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| 139 |  | 
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| 140 |         void    debugDrawConstraint(btTypedConstraint* constraint); | 
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| 141 |  | 
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| 142 |         virtual void    debugDrawWorld(); | 
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| 143 |  | 
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| 144 |         virtual void    setConstraintSolver(btConstraintSolver* solver); | 
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| 145 |  | 
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| 146 |         virtual btConstraintSolver* getConstraintSolver(); | 
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| 147 |          | 
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| 148 |         virtual int             getNumConstraints() const; | 
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| 149 |  | 
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| 150 |         virtual btTypedConstraint* getConstraint(int index)     ; | 
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| 151 |  | 
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| 152 |         virtual const btTypedConstraint* getConstraint(int index) const; | 
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| 153 |  | 
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| 154 |          | 
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| 155 |         virtual btDynamicsWorldType     getWorldType() const | 
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| 156 |         { | 
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| 157 |                 return BT_DISCRETE_DYNAMICS_WORLD; | 
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| 158 |         } | 
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| 159 |          | 
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| 160 |         ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. | 
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| 161 |         virtual void    clearForces(); | 
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| 162 |  | 
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| 163 |         ///apply gravity, call this once per timestep | 
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| 164 |         virtual void    applyGravity(); | 
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| 165 |  | 
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| 166 |         virtual void    setNumTasks(int numTasks) | 
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| 167 |         { | 
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| 168 |         (void) numTasks; | 
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| 169 |         } | 
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| 170 |  | 
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| 171 |         ///obsolete, use updateActions instead | 
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| 172 |         virtual void updateVehicles(btScalar timeStep) | 
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| 173 |         { | 
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| 174 |                 updateActions(timeStep); | 
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| 175 |         } | 
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| 176 |  | 
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| 177 |         ///obsolete, use addAction instead | 
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| 178 |         virtual void    addVehicle(btActionInterface* vehicle); | 
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| 179 |         ///obsolete, use removeAction instead | 
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| 180 |         virtual void    removeVehicle(btActionInterface* vehicle); | 
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| 181 |         ///obsolete, use addAction instead | 
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| 182 |         virtual void    addCharacter(btActionInterface* character); | 
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| 183 |         ///obsolete, use removeAction instead | 
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| 184 |         virtual void    removeCharacter(btActionInterface* character); | 
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| 185 |  | 
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| 186 |         void    setSynchronizeAllMotionStates(bool synchronizeAll) | 
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| 187 |         { | 
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| 188 |                 m_synchronizeAllMotionStates = synchronizeAll; | 
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| 189 |         } | 
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| 190 |         bool getSynchronizeAllMotionStates() const | 
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| 191 |         { | 
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| 192 |                 return m_synchronizeAllMotionStates; | 
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| 193 |         } | 
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| 194 |  | 
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| 195 |         ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo) | 
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| 196 |         virtual void    serialize(btSerializer* serializer); | 
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| 197 |  | 
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| 198 | }; | 
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| 199 |  | 
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| 200 | #endif //BT_DISCRETE_DYNAMICS_WORLD_H | 
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