make sure aligned structures/classes use the btAlignedAlloc/btAlignedFree, by overriding the operator new/delete for that struct/class.

integrated some contributions from IBM Germany for libspe2
This commit is contained in:
ejcoumans
2007-09-25 06:41:57 +00:00
parent 12e2a5c57c
commit a38de566c6
42 changed files with 1859 additions and 1814 deletions

View File

@@ -1,80 +1,80 @@
/*
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_DYNAMICS_WORLD_H
#define BT_DYNAMICS_WORLD_H
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
class btTypedConstraint;
class btRaycastVehicle;
class btConstraintSolver;
///btDynamicsWorld is the baseclass for several dynamics implementation, basic, discrete, parallel, and continuous
class btDynamicsWorld : public btCollisionWorld
{
public:
btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase)
:btCollisionWorld(dispatcher,broadphase)
{
}
virtual ~btDynamicsWorld()
{
}
///stepSimulation proceeds the simulation over timeStep units
///if maxSubSteps > 0, it will interpolate time steps
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
virtual void updateAabbs() = 0;
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) { (void)constraint;};
virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;};
virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;};
virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;};
virtual void setDebugDrawer(btIDebugDraw* debugDrawer) = 0;
virtual btIDebugDraw* getDebugDrawer() = 0;
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
//existing rigidbodies in the world get gravity assigned too, during this method
virtual void setGravity(const btVector3& gravity) = 0;
virtual void addRigidBody(btRigidBody* body) = 0;
virtual void removeRigidBody(btRigidBody* body) = 0;
virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
virtual btConstraintSolver* getConstraintSolver() = 0;
virtual int getNumConstraints() const { return 0; }
virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
};
#endif //BT_DYNAMICS_WORLD_H
/*
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_DYNAMICS_WORLD_H
#define BT_DYNAMICS_WORLD_H
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
class btTypedConstraint;
class btRaycastVehicle;
class btConstraintSolver;
///btDynamicsWorld is the baseclass for several dynamics implementation, basic, discrete, parallel, and continuous
class btDynamicsWorld : public btCollisionWorld
{
public:
btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase)
:btCollisionWorld(dispatcher,broadphase)
{
}
virtual ~btDynamicsWorld()
{
}
///stepSimulation proceeds the simulation over timeStep units
///if maxSubSteps > 0, it will interpolate time steps
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
virtual void updateAabbs() = 0;
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) { (void)constraint;};
virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;};
virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;};
virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;};
virtual void setDebugDrawer(btIDebugDraw* debugDrawer) = 0;
virtual btIDebugDraw* getDebugDrawer() = 0;
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
//existing rigidbodies in the world get gravity assigned too, during this method
virtual void setGravity(const btVector3& gravity) = 0;
virtual void addRigidBody(btRigidBody* body) = 0;
virtual void removeRigidBody(btRigidBody* body) = 0;
virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
virtual btConstraintSolver* getConstraintSolver() = 0;
virtual int getNumConstraints() const { return 0; }
virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
};
#endif //BT_DYNAMICS_WORLD_H