1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org |
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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 | |
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17 | #ifndef BT_DISCRETE_DYNAMICS_WORLD_H |
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18 | #define BT_DISCRETE_DYNAMICS_WORLD_H |
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19 | |
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20 | #include "btDynamicsWorld.h" |
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21 | |
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22 | class btDispatcher; |
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23 | class btOverlappingPairCache; |
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24 | class btConstraintSolver; |
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25 | class btSimulationIslandManager; |
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26 | class btTypedConstraint; |
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27 | class btActionInterface; |
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28 | |
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29 | class btIDebugDraw; |
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30 | #include "LinearMath/btAlignedObjectArray.h" |
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31 | |
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32 | |
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33 | ///btDiscreteDynamicsWorld provides discrete rigid body simulation |
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34 | ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController |
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35 | class btDiscreteDynamicsWorld : public btDynamicsWorld |
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36 | { |
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37 | protected: |
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38 | |
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39 | btConstraintSolver* m_constraintSolver; |
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40 | |
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41 | btSimulationIslandManager* m_islandManager; |
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42 | |
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43 | btAlignedObjectArray<btTypedConstraint*> m_constraints; |
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44 | |
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45 | btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies; |
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46 | |
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47 | btVector3 m_gravity; |
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48 | |
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49 | //for variable timesteps |
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50 | btScalar m_localTime; |
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51 | //for variable timesteps |
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52 | |
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53 | bool m_ownsIslandManager; |
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54 | bool m_ownsConstraintSolver; |
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55 | bool m_synchronizeAllMotionStates; |
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56 | |
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57 | btAlignedObjectArray<btActionInterface*> m_actions; |
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58 | |
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59 | int m_profileTimings; |
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60 | |
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61 | virtual void predictUnconstraintMotion(btScalar timeStep); |
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62 | |
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63 | virtual void integrateTransforms(btScalar timeStep); |
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64 | |
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65 | virtual void addSpeculativeContacts(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 updateActions(btScalar timeStep); |
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74 | |
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75 | void startProfiling(btScalar timeStep); |
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76 | |
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77 | virtual void internalSingleStepSimulation( btScalar timeStep); |
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78 | |
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79 | |
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80 | virtual void saveKinematicState(btScalar timeStep); |
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81 | |
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82 | void serializeRigidBodies(btSerializer* serializer); |
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83 | |
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84 | public: |
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85 | |
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86 | BT_DECLARE_ALIGNED_ALLOCATOR(); |
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87 | |
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88 | |
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89 | ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those |
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90 | btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); |
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91 | |
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92 | virtual ~btDiscreteDynamicsWorld(); |
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93 | |
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94 | ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's |
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95 | virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); |
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96 | |
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97 | |
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98 | virtual void synchronizeMotionStates(); |
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99 | |
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100 | ///this can be useful to synchronize a single rigid body -> graphics object |
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101 | void synchronizeSingleMotionState(btRigidBody* body); |
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102 | |
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103 | virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); |
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104 | |
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105 | virtual void removeConstraint(btTypedConstraint* constraint); |
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106 | |
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107 | virtual void addAction(btActionInterface*); |
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108 | |
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109 | virtual void removeAction(btActionInterface*); |
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110 | |
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111 | btSimulationIslandManager* getSimulationIslandManager() |
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112 | { |
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113 | return m_islandManager; |
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114 | } |
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115 | |
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116 | const btSimulationIslandManager* getSimulationIslandManager() const |
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117 | { |
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118 | return m_islandManager; |
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119 | } |
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120 | |
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121 | btCollisionWorld* getCollisionWorld() |
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122 | { |
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123 | return this; |
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124 | } |
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125 | |
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126 | virtual void setGravity(const btVector3& gravity); |
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127 | |
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128 | virtual btVector3 getGravity () const; |
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129 | |
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130 | virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter); |
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131 | |
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132 | virtual void addRigidBody(btRigidBody* body); |
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133 | |
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134 | virtual void addRigidBody(btRigidBody* body, short group, short mask); |
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135 | |
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136 | virtual void removeRigidBody(btRigidBody* body); |
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137 | |
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138 | ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject |
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139 | virtual void removeCollisionObject(btCollisionObject* collisionObject); |
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140 | |
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141 | |
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142 | void debugDrawConstraint(btTypedConstraint* constraint); |
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143 | |
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144 | virtual void debugDrawWorld(); |
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145 | |
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146 | virtual void setConstraintSolver(btConstraintSolver* solver); |
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147 | |
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148 | virtual btConstraintSolver* getConstraintSolver(); |
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149 | |
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150 | virtual int getNumConstraints() const; |
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151 | |
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152 | virtual btTypedConstraint* getConstraint(int index) ; |
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153 | |
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154 | virtual const btTypedConstraint* getConstraint(int index) const; |
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155 | |
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156 | |
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157 | virtual btDynamicsWorldType getWorldType() const |
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158 | { |
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159 | return BT_DISCRETE_DYNAMICS_WORLD; |
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160 | } |
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161 | |
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162 | ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. |
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163 | virtual void clearForces(); |
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164 | |
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165 | ///apply gravity, call this once per timestep |
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166 | virtual void applyGravity(); |
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167 | |
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168 | virtual void setNumTasks(int numTasks) |
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169 | { |
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170 | (void) numTasks; |
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171 | } |
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172 | |
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173 | ///obsolete, use updateActions instead |
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174 | virtual void updateVehicles(btScalar timeStep) |
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175 | { |
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176 | updateActions(timeStep); |
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177 | } |
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178 | |
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179 | ///obsolete, use addAction instead |
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180 | virtual void addVehicle(btActionInterface* vehicle); |
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181 | ///obsolete, use removeAction instead |
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182 | virtual void removeVehicle(btActionInterface* vehicle); |
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183 | ///obsolete, use addAction instead |
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184 | virtual void addCharacter(btActionInterface* character); |
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185 | ///obsolete, use removeAction instead |
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186 | virtual void removeCharacter(btActionInterface* character); |
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187 | |
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188 | void setSynchronizeAllMotionStates(bool synchronizeAll) |
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189 | { |
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190 | m_synchronizeAllMotionStates = synchronizeAll; |
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191 | } |
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192 | bool getSynchronizeAllMotionStates() const |
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193 | { |
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194 | return m_synchronizeAllMotionStates; |
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195 | } |
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196 | |
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197 | ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo) |
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198 | virtual void serialize(btSerializer* serializer); |
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199 | |
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200 | }; |
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201 | |
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202 | #endif //BT_DISCRETE_DYNAMICS_WORLD_H |
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