e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
173 lines
5.7 KiB
C++
173 lines
5.7 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_DYNAMICS_WORLD_H
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#define BT_DYNAMICS_WORLD_H
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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class btTypedConstraint;
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class btActionInterface;
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class btConstraintSolver;
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class btDynamicsWorld;
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/// Type for the callback for each tick
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typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
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enum btDynamicsWorldType
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{
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BT_SIMPLE_DYNAMICS_WORLD=1,
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BT_DISCRETE_DYNAMICS_WORLD=2,
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BT_CONTINUOUS_DYNAMICS_WORLD=3,
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BT_SOFT_RIGID_DYNAMICS_WORLD=4,
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BT_GPU_DYNAMICS_WORLD=5,
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BT_SOFT_MULTIBODY_DYNAMICS_WORLD=6
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};
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///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
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class btDynamicsWorld : public btCollisionWorld
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{
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protected:
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btInternalTickCallback m_internalTickCallback;
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btInternalTickCallback m_internalPreTickCallback;
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void* m_worldUserInfo;
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btContactSolverInfo m_solverInfo;
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public:
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btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
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:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
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{
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}
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virtual ~btDynamicsWorld()
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{
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}
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///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
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///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
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///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
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///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.
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virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
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virtual void debugDrawWorld() = 0;
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virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
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{
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(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
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}
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virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
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virtual void addAction(btActionInterface* action) = 0;
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virtual void removeAction(btActionInterface* action) = 0;
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//once a rigidbody is added to the dynamics world, it will get this gravity assigned
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//existing rigidbodies in the world get gravity assigned too, during this method
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virtual void setGravity(const btVector3& gravity) = 0;
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virtual btVector3 getGravity () const = 0;
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virtual void synchronizeMotionStates() = 0;
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virtual void addRigidBody(btRigidBody* body) = 0;
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virtual void addRigidBody(btRigidBody* body, int group, int mask) = 0;
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virtual void removeRigidBody(btRigidBody* body) = 0;
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virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
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virtual btConstraintSolver* getConstraintSolver() = 0;
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virtual int getNumConstraints() const { return 0; }
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virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
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virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
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virtual btDynamicsWorldType getWorldType() const=0;
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virtual void clearForces() = 0;
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/// Set the callback for when an internal tick (simulation substep) happens, optional user info
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void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0,bool isPreTick=false)
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{
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if (isPreTick)
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{
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m_internalPreTickCallback = cb;
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} else
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{
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m_internalTickCallback = cb;
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}
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m_worldUserInfo = worldUserInfo;
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}
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void setWorldUserInfo(void* worldUserInfo)
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{
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m_worldUserInfo = worldUserInfo;
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}
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void* getWorldUserInfo() const
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{
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return m_worldUserInfo;
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}
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btContactSolverInfo& getSolverInfo()
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{
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return m_solverInfo;
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}
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const btContactSolverInfo& getSolverInfo() const
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{
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return m_solverInfo;
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}
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///obsolete, use addAction instead.
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virtual void addVehicle(btActionInterface* vehicle) {(void)vehicle;}
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///obsolete, use removeAction instead
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virtual void removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
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///obsolete, use addAction instead.
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virtual void addCharacter(btActionInterface* character) {(void)character;}
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///obsolete, use removeAction instead
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virtual void removeCharacter(btActionInterface* character) {(void)character;}
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btDynamicsWorldDoubleData
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{
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btContactSolverInfoDoubleData m_solverInfo;
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btVector3DoubleData m_gravity;
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btDynamicsWorldFloatData
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{
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btContactSolverInfoFloatData m_solverInfo;
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btVector3FloatData m_gravity;
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};
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#endif //BT_DYNAMICS_WORLD_H
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