Bullet Collision Detection & Physics Library
btDiscreteDynamicsWorld.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
18 #define BT_DISCRETE_DYNAMICS_WORLD_H
19 
20 #include "btDynamicsWorld.h"
21 
22 class btDispatcher;
24 class btConstraintSolver;
26 class btTypedConstraint;
27 class btActionInterface;
29 class btIDebugDraw;
31 
33 
34 
38 {
39 protected:
40 
43 
45 
47 
49 
51 
53 
54  //for variable timesteps
57  //for variable timesteps
58 
63 
65 
67 
69 
71 
72  virtual void predictUnconstraintMotion(btScalar timeStep);
73 
74  virtual void integrateTransforms(btScalar timeStep);
75 
76  virtual void calculateSimulationIslands();
77 
78  virtual void solveConstraints(btContactSolverInfo& solverInfo);
79 
80  virtual void updateActivationState(btScalar timeStep);
81 
82  void updateActions(btScalar timeStep);
83 
84  void startProfiling(btScalar timeStep);
85 
86  virtual void internalSingleStepSimulation( btScalar timeStep);
87 
88  void createPredictiveContacts(btScalar timeStep);
89 
90  virtual void saveKinematicState(btScalar timeStep);
91 
92  void serializeRigidBodies(btSerializer* serializer);
93 
94  void serializeDynamicsWorldInfo(btSerializer* serializer);
95 
96 public:
97 
98 
100 
102  btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
103 
104  virtual ~btDiscreteDynamicsWorld();
105 
107  virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
108 
109 
110  virtual void synchronizeMotionStates();
111 
113  void synchronizeSingleMotionState(btRigidBody* body);
114 
115  virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
116 
117  virtual void removeConstraint(btTypedConstraint* constraint);
118 
119  virtual void addAction(btActionInterface*);
120 
121  virtual void removeAction(btActionInterface*);
122 
123  btSimulationIslandManager* getSimulationIslandManager()
124  {
125  return m_islandManager;
126  }
127 
128  const btSimulationIslandManager* getSimulationIslandManager() const
129  {
130  return m_islandManager;
131  }
132 
133  btCollisionWorld* getCollisionWorld()
134  {
135  return this;
136  }
137 
138  virtual void setGravity(const btVector3& gravity);
139 
140  virtual btVector3 getGravity () const;
141 
142  virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
143 
144  virtual void addRigidBody(btRigidBody* body);
145 
146  virtual void addRigidBody(btRigidBody* body, short group, short mask);
147 
148  virtual void removeRigidBody(btRigidBody* body);
149 
151  virtual void removeCollisionObject(btCollisionObject* collisionObject);
152 
153 
154  void debugDrawConstraint(btTypedConstraint* constraint);
155 
156  virtual void debugDrawWorld();
157 
158  virtual void setConstraintSolver(btConstraintSolver* solver);
159 
160  virtual btConstraintSolver* getConstraintSolver();
161 
162  virtual int getNumConstraints() const;
163 
164  virtual btTypedConstraint* getConstraint(int index) ;
165 
166  virtual const btTypedConstraint* getConstraint(int index) const;
167 
168 
169  virtual btDynamicsWorldType getWorldType() const
170  {
172  }
173 
175  virtual void clearForces();
176 
178  virtual void applyGravity();
179 
180  virtual void setNumTasks(int numTasks)
181  {
182  (void) numTasks;
183  }
184 
186  virtual void updateVehicles(btScalar timeStep)
187  {
188  updateActions(timeStep);
189  }
190 
192  virtual void addVehicle(btActionInterface* vehicle);
194  virtual void removeVehicle(btActionInterface* vehicle);
196  virtual void addCharacter(btActionInterface* character);
198  virtual void removeCharacter(btActionInterface* character);
199 
200  void setSynchronizeAllMotionStates(bool synchronizeAll)
201  {
202  m_synchronizeAllMotionStates = synchronizeAll;
203  }
204  bool getSynchronizeAllMotionStates() const
205  {
206  return m_synchronizeAllMotionStates;
207  }
208 
209  void setApplySpeculativeContactRestitution(bool enable)
210  {
211  m_applySpeculativeContactRestitution = enable;
212  }
213 
214  bool getApplySpeculativeContactRestitution() const
215  {
216  return m_applySpeculativeContactRestitution;
217  }
218 
220  virtual void serialize(btSerializer* serializer);
221 
224  void setLatencyMotionStateInterpolation(bool latencyInterpolation )
225  {
226  m_latencyMotionStateInterpolation = latencyInterpolation;
227  }
228  bool getLatencyMotionStateInterpolation() const
229  {
230  return m_latencyMotionStateInterpolation;
231  }
232 };
233 
234 #endif //BT_DISCRETE_DYNAMICS_WORLD_H