174 lines
5.7 KiB
C++
174 lines
5.7 KiB
C++
/*
|
|
Bullet Continuous Collision Detection and Physics Library
|
|
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
|
|
|
This software is provided 'as-is', without any express or implied warranty.
|
|
In no event will the authors be held liable for any damages arising from the use of this software.
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it freely,
|
|
subject to the following restrictions:
|
|
|
|
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.
|
|
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
|
3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
#ifndef BT_DYNAMICS_WORLD_H
|
|
#define BT_DYNAMICS_WORLD_H
|
|
|
|
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
|
|
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
|
|
|
|
class btTypedConstraint;
|
|
class btActionInterface;
|
|
class btConstraintSolver;
|
|
class btDynamicsWorld;
|
|
|
|
/// Type for the callback for each tick
|
|
typedef void (*btInternalTickCallback)(btDynamicsWorld* world, btScalar timeStep);
|
|
|
|
enum btDynamicsWorldType
|
|
{
|
|
BT_SIMPLE_DYNAMICS_WORLD = 1,
|
|
BT_DISCRETE_DYNAMICS_WORLD = 2,
|
|
BT_CONTINUOUS_DYNAMICS_WORLD = 3,
|
|
BT_SOFT_RIGID_DYNAMICS_WORLD = 4,
|
|
BT_GPU_DYNAMICS_WORLD = 5,
|
|
BT_SOFT_MULTIBODY_DYNAMICS_WORLD = 6
|
|
};
|
|
|
|
///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
|
|
class btDynamicsWorld : public btCollisionWorld
|
|
{
|
|
protected:
|
|
btInternalTickCallback m_internalTickCallback;
|
|
btInternalTickCallback m_internalPreTickCallback;
|
|
void* m_worldUserInfo;
|
|
|
|
btContactSolverInfo m_solverInfo;
|
|
|
|
public:
|
|
btDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* broadphase, btCollisionConfiguration* collisionConfiguration)
|
|
: btCollisionWorld(dispatcher, broadphase, collisionConfiguration), m_internalTickCallback(0), m_internalPreTickCallback(0), m_worldUserInfo(0)
|
|
{
|
|
}
|
|
|
|
virtual ~btDynamicsWorld()
|
|
{
|
|
}
|
|
|
|
///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
|
|
///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
|
|
///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
|
|
///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.
|
|
virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.)) = 0;
|
|
|
|
virtual void debugDrawWorld() = 0;
|
|
|
|
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies = false)
|
|
{
|
|
(void)constraint;
|
|
(void)disableCollisionsBetweenLinkedBodies;
|
|
}
|
|
|
|
virtual void removeConstraint(btTypedConstraint* constraint) { (void)constraint; }
|
|
|
|
virtual void addAction(btActionInterface* action) = 0;
|
|
|
|
virtual void removeAction(btActionInterface* action) = 0;
|
|
|
|
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
|
|
//existing rigidbodies in the world get gravity assigned too, during this method
|
|
virtual void setGravity(const btVector3& gravity) = 0;
|
|
virtual btVector3 getGravity() const = 0;
|
|
|
|
virtual void synchronizeMotionStates() = 0;
|
|
|
|
virtual void addRigidBody(btRigidBody* body) = 0;
|
|
|
|
virtual void addRigidBody(btRigidBody* body, int group, int mask) = 0;
|
|
|
|
virtual void removeRigidBody(btRigidBody* body) = 0;
|
|
|
|
virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
|
|
|
|
virtual btConstraintSolver* getConstraintSolver() = 0;
|
|
|
|
virtual int getNumConstraints() const { return 0; }
|
|
|
|
virtual btTypedConstraint* getConstraint(int index)
|
|
{
|
|
(void)index;
|
|
return 0;
|
|
}
|
|
|
|
virtual const btTypedConstraint* getConstraint(int index) const
|
|
{
|
|
(void)index;
|
|
return 0;
|
|
}
|
|
|
|
virtual btDynamicsWorldType getWorldType() const = 0;
|
|
|
|
virtual void clearForces() = 0;
|
|
|
|
/// Set the callback for when an internal tick (simulation substep) happens, optional user info
|
|
void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo = 0, bool isPreTick = false)
|
|
{
|
|
if (isPreTick)
|
|
{
|
|
m_internalPreTickCallback = cb;
|
|
}
|
|
else
|
|
{
|
|
m_internalTickCallback = cb;
|
|
}
|
|
m_worldUserInfo = worldUserInfo;
|
|
}
|
|
|
|
void setWorldUserInfo(void* worldUserInfo)
|
|
{
|
|
m_worldUserInfo = worldUserInfo;
|
|
}
|
|
|
|
void* getWorldUserInfo() const
|
|
{
|
|
return m_worldUserInfo;
|
|
}
|
|
|
|
btContactSolverInfo& getSolverInfo()
|
|
{
|
|
return m_solverInfo;
|
|
}
|
|
|
|
const btContactSolverInfo& getSolverInfo() const
|
|
{
|
|
return m_solverInfo;
|
|
}
|
|
|
|
///obsolete, use addAction instead.
|
|
virtual void addVehicle(btActionInterface* vehicle) { (void)vehicle; }
|
|
///obsolete, use removeAction instead
|
|
virtual void removeVehicle(btActionInterface* vehicle) { (void)vehicle; }
|
|
///obsolete, use addAction instead.
|
|
virtual void addCharacter(btActionInterface* character) { (void)character; }
|
|
///obsolete, use removeAction instead
|
|
virtual void removeCharacter(btActionInterface* character) { (void)character; }
|
|
};
|
|
|
|
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
|
|
struct btDynamicsWorldDoubleData
|
|
{
|
|
btContactSolverInfoDoubleData m_solverInfo;
|
|
btVector3DoubleData m_gravity;
|
|
};
|
|
|
|
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
|
|
struct btDynamicsWorldFloatData
|
|
{
|
|
btContactSolverInfoFloatData m_solverInfo;
|
|
btVector3FloatData m_gravity;
|
|
};
|
|
|
|
#endif //BT_DYNAMICS_WORLD_H
|