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source: code/trunk/src/external/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h @ 8351

Last change on this file since 8351 was 8351, checked in by rgrieder, 13 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
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_SIMPLE_DYNAMICS_WORLD_H
17#define BT_SIMPLE_DYNAMICS_WORLD_H
18
19#include "btDynamicsWorld.h"
20
21class btDispatcher;
22class btOverlappingPairCache;
23class btConstraintSolver;
24
25///The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
26///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished).
27class btSimpleDynamicsWorld : public btDynamicsWorld
28{
29protected:
30
31        btConstraintSolver*     m_constraintSolver;
32
33        bool    m_ownsConstraintSolver;
34
35        void    predictUnconstraintMotion(btScalar timeStep);
36       
37        void    integrateTransforms(btScalar timeStep);
38               
39        btVector3       m_gravity;
40       
41public:
42
43
44
45        ///this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
46        btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
47
48        virtual ~btSimpleDynamicsWorld();
49               
50        ///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead
51        virtual int     stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
52
53        virtual void    setGravity(const btVector3& gravity);
54
55        virtual btVector3 getGravity () const;
56
57        virtual void    addRigidBody(btRigidBody* body);
58
59        virtual void    removeRigidBody(btRigidBody* body);
60
61        ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
62        virtual void    removeCollisionObject(btCollisionObject* collisionObject);
63       
64        virtual void    updateAabbs();
65
66        virtual void    synchronizeMotionStates();
67
68        virtual void    setConstraintSolver(btConstraintSolver* solver);
69
70        virtual btConstraintSolver* getConstraintSolver();
71
72        virtual btDynamicsWorldType     getWorldType() const
73        {
74                return BT_SIMPLE_DYNAMICS_WORLD;
75        }
76
77        virtual void    clearForces();
78
79};
80
81#endif //BT_SIMPLE_DYNAMICS_WORLD_H
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