godot/thirdparty/bullet/BulletDynamics/ConstraintSolver/btConstraintSolver.h
Rémi Verschelde 99acec63f1 bullet: Sync with current upstream master branch
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc.
We need a recent master commit for some new features that we use in Godot
(see #25543 and #28909).

To avoid warnings generated by Bullet headers included in our own module,
we include those headers with -isystem on GCC and Clang.

Fixes #29503.
2019-06-11 13:19:42 +02:00

60 lines
2.2 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_CONSTRAINT_SOLVER_H
#define BT_CONSTRAINT_SOLVER_H
#include "LinearMath/btScalar.h"
class btPersistentManifold;
class btRigidBody;
class btCollisionObject;
class btTypedConstraint;
struct btContactSolverInfo;
struct btBroadphaseProxy;
class btIDebugDraw;
class btStackAlloc;
class btDispatcher;
/// btConstraintSolver provides solver interface
enum btConstraintSolverType
{
BT_SEQUENTIAL_IMPULSE_SOLVER = 1,
BT_MLCP_SOLVER = 2,
BT_NNCG_SOLVER = 4,
BT_MULTIBODY_SOLVER = 8,
BT_BLOCK_SOLVER = 16,
};
class btConstraintSolver
{
public:
virtual ~btConstraintSolver() {}
virtual void prepareSolve(int /* numBodies */, int /* numManifolds */) { ; }
///solve a group of constraints
virtual btScalar solveGroup(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifold, int numManifolds, btTypedConstraint** constraints, int numConstraints, const btContactSolverInfo& info, class btIDebugDraw* debugDrawer, btDispatcher* dispatcher) = 0;
virtual void allSolved(const btContactSolverInfo& /* info */, class btIDebugDraw* /* debugDrawer */) { ; }
///clear internal cached data and reset random seed
virtual void reset() = 0;
virtual btConstraintSolverType getSolverType() const = 0;
};
#endif //BT_CONSTRAINT_SOLVER_H