added btInternalTickCallback, see btDynamicsWorld::setInternalTickCallback
Thanks chunky! http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1991
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@@ -21,6 +21,9 @@ class btTypedConstraint;
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class btRaycastVehicle;
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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)(const btDynamicsWorld *world, btScalar timeStep);
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enum btDynamicsWorldType
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{
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@@ -36,7 +39,7 @@ class btDynamicsWorld : public btCollisionWorld
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btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
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:btCollisionWorld(dispatcher,broadphase,collisionConfiguration)
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:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0)
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{
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}
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@@ -61,7 +64,7 @@ class btDynamicsWorld : public btCollisionWorld
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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 btVector3 getGravity () const = 0;
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virtual void addRigidBody(btRigidBody* body) = 0;
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@@ -79,10 +82,16 @@ class btDynamicsWorld : public btCollisionWorld
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virtual btDynamicsWorldType getWorldType() const=0;
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virtual void clearForces() = 0;
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virtual void clearForces() = 0;
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/// Set the callback for when an internal tick (simulation substep) happens
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void setInternalTickCallback(btInternalTickCallback cb) { m_internalTickCallback = cb; }
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btInternalTickCallback m_internalTickCallback;
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};
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#endif //BT_DYNAMICS_WORLD_H
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