http://bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=18&t=3625 http://code.google.com/p/bullet/issues/detail?id=128 Attempt to fix issue in mesh striding, multiple-mesh-parts were broken.
183 lines
5.3 KiB
C++
183 lines
5.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_DISCRETE_DYNAMICS_WORLD_H
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#define BT_DISCRETE_DYNAMICS_WORLD_H
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#include "btDynamicsWorld.h"
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class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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class btSimulationIslandManager;
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class btTypedConstraint;
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class btActionInterface;
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class btIDebugDraw;
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#include "LinearMath/btAlignedObjectArray.h"
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///btDiscreteDynamicsWorld provides discrete rigid body simulation
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///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
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class btDiscreteDynamicsWorld : public btDynamicsWorld
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{
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protected:
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btConstraintSolver* m_constraintSolver;
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btSimulationIslandManager* m_islandManager;
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btAlignedObjectArray<btTypedConstraint*> m_constraints;
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btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
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btVector3 m_gravity;
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//for variable timesteps
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btScalar m_localTime;
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//for variable timesteps
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bool m_ownsIslandManager;
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bool m_ownsConstraintSolver;
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btAlignedObjectArray<btActionInterface*> m_actions;
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int m_profileTimings;
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virtual void predictUnconstraintMotion(btScalar timeStep);
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virtual void integrateTransforms(btScalar timeStep);
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virtual void calculateSimulationIslands();
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virtual void solveConstraints(btContactSolverInfo& solverInfo);
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void updateActivationState(btScalar timeStep);
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void updateActions(btScalar timeStep);
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void startProfiling(btScalar timeStep);
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virtual void internalSingleStepSimulation( btScalar timeStep);
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virtual void saveKinematicState(btScalar timeStep);
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void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color);
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public:
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///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
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btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
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virtual ~btDiscreteDynamicsWorld();
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///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
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virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
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virtual void synchronizeMotionStates();
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///this can be useful to synchronize a single rigid body -> graphics object
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void synchronizeSingleMotionState(btRigidBody* body);
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virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
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virtual void removeConstraint(btTypedConstraint* constraint);
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virtual void addAction(btActionInterface*);
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virtual void removeAction(btActionInterface*);
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btSimulationIslandManager* getSimulationIslandManager()
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{
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return m_islandManager;
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}
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const btSimulationIslandManager* getSimulationIslandManager() const
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{
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return m_islandManager;
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}
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btCollisionWorld* getCollisionWorld()
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{
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return this;
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}
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virtual void setGravity(const btVector3& gravity);
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virtual btVector3 getGravity () const;
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virtual void addRigidBody(btRigidBody* body);
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virtual void addRigidBody(btRigidBody* body, short group, short mask);
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virtual void removeRigidBody(btRigidBody* body);
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void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
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void debugDrawConstraint(btTypedConstraint* constraint);
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virtual void debugDrawWorld();
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virtual void setConstraintSolver(btConstraintSolver* solver);
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virtual btConstraintSolver* getConstraintSolver();
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virtual int getNumConstraints() const;
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virtual btTypedConstraint* getConstraint(int index) ;
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virtual const btTypedConstraint* getConstraint(int index) const;
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virtual btDynamicsWorldType getWorldType() const
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{
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return BT_DISCRETE_DYNAMICS_WORLD;
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}
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///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
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virtual void clearForces();
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///apply gravity, call this once per timestep
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virtual void applyGravity();
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virtual void setNumTasks(int numTasks)
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{
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(void) numTasks;
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}
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///obsolete, use updateActions instead
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virtual void updateVehicles(btScalar timeStep)
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{
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updateActions(timeStep);
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}
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///obsolete, use addAction instead
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virtual void addVehicle(btActionInterface* vehicle);
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///obsolete, use removeAction instead
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virtual void removeVehicle(btActionInterface* vehicle);
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///obsolete, use addAction instead
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virtual void addCharacter(btActionInterface* character);
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///obsolete, use removeAction instead
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virtual void removeCharacter(btActionInterface* character);
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};
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#endif //BT_DISCRETE_DYNAMICS_WORLD_H
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