[1963] | 1 | /* |
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| 2 | Bullet Continuous Collision Detection and Physics Library |
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| 3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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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 | #ifndef BT_DYNAMICS_WORLD_H |
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| 17 | #define BT_DYNAMICS_WORLD_H |
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| 18 | |
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| 19 | #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" |
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| 20 | #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" |
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| 21 | |
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| 22 | class btTypedConstraint; |
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| 23 | class btRaycastVehicle; |
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| 24 | class btConstraintSolver; |
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| 25 | class btDynamicsWorld; |
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[2430] | 26 | class btCharacterControllerInterface; |
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[1963] | 27 | |
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| 28 | /// Type for the callback for each tick |
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| 29 | typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep); |
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| 30 | |
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| 31 | enum btDynamicsWorldType |
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| 32 | { |
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| 33 | BT_SIMPLE_DYNAMICS_WORLD=1, |
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| 34 | BT_DISCRETE_DYNAMICS_WORLD=2, |
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| 35 | BT_CONTINUOUS_DYNAMICS_WORLD=3 |
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| 36 | }; |
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| 37 | |
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| 38 | ///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc. |
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| 39 | class btDynamicsWorld : public btCollisionWorld |
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| 40 | { |
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| 41 | |
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| 42 | protected: |
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| 43 | btInternalTickCallback m_internalTickCallback; |
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| 44 | void* m_worldUserInfo; |
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| 45 | |
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| 46 | btContactSolverInfo m_solverInfo; |
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| 47 | |
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| 48 | public: |
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| 49 | |
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| 50 | |
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| 51 | btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration) |
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| 52 | :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0), m_worldUserInfo(0) |
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| 53 | { |
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| 54 | } |
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| 55 | |
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| 56 | virtual ~btDynamicsWorld() |
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| 57 | { |
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| 58 | } |
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| 59 | |
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| 60 | ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds. |
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| 61 | ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'. |
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| 62 | ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'. |
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| 63 | ///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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| 64 | virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0; |
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| 65 | |
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| 66 | virtual void debugDrawWorld() = 0; |
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| 67 | |
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| 68 | virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) |
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| 69 | { |
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| 70 | (void)constraint; (void)disableCollisionsBetweenLinkedBodies; |
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| 71 | } |
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| 72 | |
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| 73 | virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;} |
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| 74 | |
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| 75 | virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;} |
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| 76 | |
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| 77 | virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;} |
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| 78 | |
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[2430] | 79 | virtual void addCharacter(btCharacterControllerInterface* character) {(void)character;} |
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| 80 | |
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| 81 | virtual void removeCharacter(btCharacterControllerInterface* character) {(void)character;} |
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| 82 | |
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| 83 | |
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[1963] | 84 | //once a rigidbody is added to the dynamics world, it will get this gravity assigned |
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| 85 | //existing rigidbodies in the world get gravity assigned too, during this method |
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| 86 | virtual void setGravity(const btVector3& gravity) = 0; |
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| 87 | virtual btVector3 getGravity () const = 0; |
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| 88 | |
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[2430] | 89 | virtual void synchronizeMotionStates() = 0; |
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| 90 | |
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[1963] | 91 | virtual void addRigidBody(btRigidBody* body) = 0; |
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| 92 | |
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| 93 | virtual void removeRigidBody(btRigidBody* body) = 0; |
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| 94 | |
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| 95 | virtual void setConstraintSolver(btConstraintSolver* solver) = 0; |
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| 96 | |
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| 97 | virtual btConstraintSolver* getConstraintSolver() = 0; |
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| 98 | |
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| 99 | virtual int getNumConstraints() const { return 0; } |
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| 100 | |
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| 101 | virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; } |
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| 102 | |
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| 103 | virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; } |
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| 104 | |
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| 105 | virtual btDynamicsWorldType getWorldType() const=0; |
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| 106 | |
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| 107 | virtual void clearForces() = 0; |
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| 108 | |
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| 109 | /// Set the callback for when an internal tick (simulation substep) happens, optional user info |
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| 110 | void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0) |
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| 111 | { |
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| 112 | m_internalTickCallback = cb; |
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| 113 | m_worldUserInfo = worldUserInfo; |
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| 114 | } |
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| 115 | |
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| 116 | void setWorldUserInfo(void* worldUserInfo) |
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| 117 | { |
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| 118 | m_worldUserInfo = worldUserInfo; |
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| 119 | } |
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| 120 | |
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| 121 | void* getWorldUserInfo() const |
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| 122 | { |
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| 123 | return m_worldUserInfo; |
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| 124 | } |
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| 125 | |
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| 126 | btContactSolverInfo& getSolverInfo() |
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| 127 | { |
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| 128 | return m_solverInfo; |
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| 129 | } |
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| 130 | |
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| 131 | |
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| 132 | }; |
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| 133 | |
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| 134 | #endif //BT_DYNAMICS_WORLD_H |
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| 135 | |
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| 136 | |
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