17 #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
18 #define BT_DISCRETE_DYNAMICS_WORLD_H
72 virtual void predictUnconstraintMotion(
btScalar timeStep);
74 virtual void integrateTransforms(
btScalar timeStep);
76 virtual void calculateSimulationIslands();
80 virtual void updateActivationState(
btScalar timeStep);
82 void updateActions(
btScalar timeStep);
84 void startProfiling(
btScalar timeStep);
86 virtual void internalSingleStepSimulation(
btScalar timeStep);
88 void createPredictiveContacts(
btScalar timeStep);
90 virtual void saveKinematicState(
btScalar timeStep);
94 void serializeDynamicsWorldInfo(
btSerializer* serializer);
110 virtual void synchronizeMotionStates();
113 void synchronizeSingleMotionState(
btRigidBody* body);
115 virtual void addConstraint(
btTypedConstraint* constraint,
bool disableCollisionsBetweenLinkedBodies=
false);
125 return m_islandManager;
130 return m_islandManager;
138 virtual void setGravity(
const btVector3& gravity);
146 virtual void addRigidBody(
btRigidBody* body,
short group,
short mask);
156 virtual void debugDrawWorld();
162 virtual int getNumConstraints()
const;
175 virtual void clearForces();
178 virtual void applyGravity();
180 virtual void setNumTasks(
int numTasks)
188 updateActions(timeStep);
200 void setSynchronizeAllMotionStates(
bool synchronizeAll)
202 m_synchronizeAllMotionStates = synchronizeAll;
204 bool getSynchronizeAllMotionStates()
const
206 return m_synchronizeAllMotionStates;
209 void setApplySpeculativeContactRestitution(
bool enable)
211 m_applySpeculativeContactRestitution = enable;
214 bool getApplySpeculativeContactRestitution()
const
216 return m_applySpeculativeContactRestitution;
224 void setLatencyMotionStateInterpolation(
bool latencyInterpolation )
226 m_latencyMotionStateInterpolation = latencyInterpolation;
228 bool getLatencyMotionStateInterpolation()
const
230 return m_latencyMotionStateInterpolation;
234 #endif //BT_DISCRETE_DYNAMICS_WORLD_H