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source: code/branches/mac_osx2/src/external/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h @ 8474

Last change on this file since 8474 was 8351, checked in by rgrieder, 14 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: 5.1 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_DYNAMICS_WORLD_H
17#define BT_DYNAMICS_WORLD_H
18
19#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
20#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
21
22class btTypedConstraint;
23class btActionInterface;
24class btConstraintSolver;
25class btDynamicsWorld;
26
27
28/// Type for the callback for each tick
29typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
30
31enum btDynamicsWorldType
32{
33        BT_SIMPLE_DYNAMICS_WORLD=1,
34        BT_DISCRETE_DYNAMICS_WORLD=2,
35        BT_CONTINUOUS_DYNAMICS_WORLD=3
36};
37
38///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
39class btDynamicsWorld : public btCollisionWorld
40{
41
42protected:
43                btInternalTickCallback m_internalTickCallback;
44                btInternalTickCallback m_internalPreTickCallback;
45                void*   m_worldUserInfo;
46
47                btContactSolverInfo     m_solverInfo;
48
49public:
50               
51
52                btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
53                :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
54                {
55                }
56
57                virtual ~btDynamicsWorld()
58                {
59                }
60               
61                ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
62                ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
63                ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
64                ///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.
65                virtual int             stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
66                       
67                virtual void    debugDrawWorld() = 0;
68                               
69                virtual void    addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) 
70                { 
71                        (void)constraint; (void)disableCollisionsBetweenLinkedBodies;
72                }
73
74                virtual void    removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
75
76                virtual void    addAction(btActionInterface* action) = 0;
77
78                virtual void    removeAction(btActionInterface* action) = 0;
79
80                //once a rigidbody is added to the dynamics world, it will get this gravity assigned
81                //existing rigidbodies in the world get gravity assigned too, during this method
82                virtual void    setGravity(const btVector3& gravity) = 0;
83                virtual btVector3 getGravity () const = 0;
84
85                virtual void    synchronizeMotionStates() = 0;
86
87                virtual void    addRigidBody(btRigidBody* body) = 0;
88
89                virtual void    removeRigidBody(btRigidBody* body) = 0;
90
91                virtual void    setConstraintSolver(btConstraintSolver* solver) = 0;
92
93                virtual btConstraintSolver* getConstraintSolver() = 0;
94               
95                virtual int             getNumConstraints() const {     return 0;               }
96               
97                virtual btTypedConstraint* getConstraint(int index)             {       (void)index;            return 0;               }
98               
99                virtual const btTypedConstraint* getConstraint(int index) const {       (void)index;    return 0;       }
100
101                virtual btDynamicsWorldType     getWorldType() const=0;
102
103                virtual void    clearForces() = 0;
104
105                /// Set the callback for when an internal tick (simulation substep) happens, optional user info
106                void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0,bool isPreTick=false) 
107                { 
108                        if (isPreTick)
109                        {
110                                m_internalPreTickCallback = cb;
111                        } else
112                        {
113                                m_internalTickCallback = cb; 
114                        }
115                        m_worldUserInfo = worldUserInfo;
116                }
117
118                void    setWorldUserInfo(void* worldUserInfo)
119                {
120                        m_worldUserInfo = worldUserInfo;
121                }
122
123                void*   getWorldUserInfo() const
124                {
125                        return m_worldUserInfo;
126                }
127
128                btContactSolverInfo& getSolverInfo()
129                {
130                        return m_solverInfo;
131                }
132
133
134                ///obsolete, use addAction instead.
135                virtual void    addVehicle(btActionInterface* vehicle) {(void)vehicle;}
136                ///obsolete, use removeAction instead
137                virtual void    removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
138                ///obsolete, use addAction instead.
139                virtual void    addCharacter(btActionInterface* character) {(void)character;}
140                ///obsolete, use removeAction instead
141                virtual void    removeCharacter(btActionInterface* character) {(void)character;}
142
143
144};
145
146#endif //BT_DYNAMICS_WORLD_H
147
148
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