Files
bullet3/demos3/BasicGpuDemo/b3GpuDynamicsWorld.h
erwincoumans e999903c15 resolve some naming conflicts between Bullet 3.x and Bullet 2.x
add BasicGpuDemo that bridges Bullet 2.x and Bullet 3.x (still preliminary/crashing/instable)
2013-04-30 18:17:44 -07:00

114 lines
2.2 KiB
C++

#ifndef B3_GPU_DYNAMICS_WORLD_H
#define B3_GPU_DYNAMICS_WORLD_H
#include "LinearMath/btVector3.h"
class btRigidBody;
class btCollisionObject;
struct b3GpuInternalData;//use this struct to avoid 'leaking' all OpenCL headers into clients code base
class CLPhysicsDemo;
class btActionInterface;
#include "LinearMath/btAlignedObjectArray.h"
#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
class b3GpuDynamicsWorld : public btDynamicsWorld
{
btAlignedObjectArray<const class btCollisionShape*> m_uniqueShapes;
btAlignedObjectArray<int> m_uniqueShapeMapping;
class b3GpuRigidBodyPipeline* m_rigidBodyPipeline;
class b3GpuNarrowPhase* m_np;
class b3GpuSapBroadphase* m_bp;
btVector3 m_gravity;
bool m_once;
int findOrRegisterCollisionShape(const btCollisionShape* colShape);
public:
b3GpuDynamicsWorld(class b3GpuSapBroadphase* bp,class b3GpuNarrowPhase* np, class b3GpuRigidBodyPipeline* rigidBodyPipeline);
virtual ~b3GpuDynamicsWorld();
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
virtual void synchronizeMotionStates()
{
btAssert(0);
}
void debugDrawWorld() {}
void setGravity(const btVector3& gravity);
void addRigidBody(btRigidBody* body);
void removeCollisionObject(btCollisionObject* colObj);
btAlignedObjectArray<class btCollisionObject*>& getCollisionObjectArray();
const btAlignedObjectArray<class btCollisionObject*>& getCollisionObjectArray() const;
btVector3 getGravity () const
{
return m_gravity;
}
virtual void addRigidBody(btRigidBody* body, short group, short mask)
{
addRigidBody(body);
}
virtual void removeRigidBody(btRigidBody* body)
{
btAssert(0);
}
virtual void addAction(btActionInterface* action)
{
btAssert(0);
}
virtual void removeAction(btActionInterface* action)
{
btAssert(0);
}
virtual void setConstraintSolver(btConstraintSolver* solver)
{
btAssert(0);
}
virtual btConstraintSolver* getConstraintSolver()
{
btAssert(0);
return 0;
}
virtual void clearForces()
{
btAssert(0);
}
virtual btDynamicsWorldType getWorldType() const
{
return BT_GPU_DYNAMICS_WORLD;
}
};
#endif //B3_GPU_DYNAMICS_WORLD_H