| 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 | |
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| 27 | |
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| 28 | class btRaycastVehicle; |
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| 29 | class btCharacterControllerInterface; |
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| 30 | class btIDebugDraw; |
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| 31 | #include "LinearMath/btAlignedObjectArray.h" |
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| 32 | |
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| 33 | |
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| 34 | ///btDiscreteDynamicsWorld provides discrete rigid body simulation |
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| 35 | ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController |
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| 36 | class btDiscreteDynamicsWorld : public btDynamicsWorld |
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| 37 | { |
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| 38 | protected: |
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| 39 | |
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| 40 | btConstraintSolver* m_constraintSolver; |
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| 41 | |
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| 42 | btSimulationIslandManager* m_islandManager; |
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| 43 | |
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| 44 | btAlignedObjectArray<btTypedConstraint*> m_constraints; |
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| 45 | |
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| 46 | btVector3 m_gravity; |
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| 47 | |
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| 48 | //for variable timesteps |
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| 49 | btScalar m_localTime; |
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| 50 | //for variable timesteps |
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| 51 | |
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| 52 | bool m_ownsIslandManager; |
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| 53 | bool m_ownsConstraintSolver; |
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| 54 | |
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| 55 | |
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| 56 | btAlignedObjectArray<btRaycastVehicle*> m_vehicles; |
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| 57 | |
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| 58 | btAlignedObjectArray<btCharacterControllerInterface*> m_characters; |
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| 59 | |
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| 60 | |
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| 61 | int m_profileTimings; |
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| 62 | |
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| 63 | virtual void predictUnconstraintMotion(btScalar timeStep); |
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| 64 | |
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| 65 | virtual void integrateTransforms(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 updateVehicles(btScalar timeStep); |
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| 74 | |
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| 75 | void updateCharacters(btScalar timeStep); |
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| 76 | |
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| 77 | void startProfiling(btScalar timeStep); |
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| 78 | |
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| 79 | virtual void internalSingleStepSimulation( btScalar timeStep); |
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| 80 | |
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| 81 | |
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| 82 | virtual void saveKinematicState(btScalar timeStep); |
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| 83 | |
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| 84 | void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color); |
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| 85 | |
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| 86 | |
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| 87 | public: |
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| 88 | |
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| 89 | |
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| 90 | ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those |
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| 91 | btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); |
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| 92 | |
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| 93 | virtual ~btDiscreteDynamicsWorld(); |
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| 94 | |
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| 95 | ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's |
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| 96 | virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); |
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| 97 | |
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| 98 | |
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| 99 | virtual void synchronizeMotionStates(); |
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| 100 | |
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| 101 | ///this can be useful to synchronize a single rigid body -> graphics object |
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| 102 | void synchronizeSingleMotionState(btRigidBody* body); |
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| 103 | |
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| 104 | virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); |
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| 105 | |
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| 106 | virtual void removeConstraint(btTypedConstraint* constraint); |
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| 107 | |
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| 108 | virtual void addVehicle(btRaycastVehicle* vehicle); |
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| 109 | |
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| 110 | virtual void removeVehicle(btRaycastVehicle* vehicle); |
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| 111 | |
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| 112 | virtual void addCharacter(btCharacterControllerInterface* character); |
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| 113 | |
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| 114 | virtual void removeCharacter(btCharacterControllerInterface* character); |
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| 115 | |
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| 116 | |
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| 117 | btSimulationIslandManager* getSimulationIslandManager() |
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| 118 | { |
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| 119 | return m_islandManager; |
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| 120 | } |
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| 121 | |
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| 122 | const btSimulationIslandManager* getSimulationIslandManager() const |
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| 123 | { |
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| 124 | return m_islandManager; |
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| 125 | } |
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| 126 | |
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| 127 | btCollisionWorld* getCollisionWorld() |
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| 128 | { |
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| 129 | return this; |
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| 130 | } |
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| 131 | |
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| 132 | virtual void setGravity(const btVector3& gravity); |
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| 133 | virtual btVector3 getGravity () const; |
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| 134 | |
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| 135 | virtual void addRigidBody(btRigidBody* body); |
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| 136 | |
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| 137 | virtual void addRigidBody(btRigidBody* body, short group, short mask); |
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| 138 | |
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| 139 | virtual void removeRigidBody(btRigidBody* body); |
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| 140 | |
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| 141 | void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color); |
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| 142 | |
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| 143 | virtual void debugDrawWorld(); |
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| 144 | |
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| 145 | virtual void setConstraintSolver(btConstraintSolver* solver); |
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| 146 | |
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| 147 | virtual btConstraintSolver* getConstraintSolver(); |
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| 148 | |
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| 149 | virtual int getNumConstraints() const; |
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| 150 | |
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| 151 | virtual btTypedConstraint* getConstraint(int index) ; |
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| 152 | |
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| 153 | virtual const btTypedConstraint* getConstraint(int index) const; |
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| 154 | |
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| 155 | |
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| 156 | virtual btDynamicsWorldType getWorldType() const |
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| 157 | { |
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| 158 | return BT_DISCRETE_DYNAMICS_WORLD; |
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| 159 | } |
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| 160 | |
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| 161 | ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. |
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| 162 | virtual void clearForces(); |
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| 163 | |
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| 164 | ///apply gravity, call this once per timestep |
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| 165 | virtual void applyGravity(); |
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| 166 | |
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| 167 | virtual void setNumTasks(int numTasks) |
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| 168 | { |
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| 169 | (void) numTasks; |
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| 170 | } |
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| 171 | |
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| 172 | }; |
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| 173 | |
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| 174 | #endif //BT_DISCRETE_DYNAMICS_WORLD_H |
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