• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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 #ifndef BT_DYNAMICS_WORLD_H
17 #define BT_DYNAMICS_WORLD_H
18 
19 #include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
20 #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
21 
22 class btTypedConstraint;
23 class btActionInterface;
24 class btConstraintSolver;
25 class btDynamicsWorld;
26 
27 
28 /// Type for the callback for each tick
29 typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
30 
31 enum btDynamicsWorldType
32 {
33 	BT_SIMPLE_DYNAMICS_WORLD=1,
34 	BT_DISCRETE_DYNAMICS_WORLD=2,
35 	BT_CONTINUOUS_DYNAMICS_WORLD=3,
36 	BT_SOFT_RIGID_DYNAMICS_WORLD=4,
37 	BT_GPU_DYNAMICS_WORLD=5
38 };
39 
40 ///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
41 class btDynamicsWorld : public btCollisionWorld
42 {
43 
44 protected:
45 		btInternalTickCallback m_internalTickCallback;
46 		btInternalTickCallback m_internalPreTickCallback;
47 		void*	m_worldUserInfo;
48 
49 		btContactSolverInfo	m_solverInfo;
50 
51 public:
52 
53 
btDynamicsWorld(btDispatcher * dispatcher,btBroadphaseInterface * broadphase,btCollisionConfiguration * collisionConfiguration)54 		btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
55 		:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
56 		{
57 		}
58 
~btDynamicsWorld()59 		virtual ~btDynamicsWorld()
60 		{
61 		}
62 
63 		///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
64 		///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
65 		///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
66 		///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
67 		virtual int		stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
68 
69 		virtual void	debugDrawWorld() = 0;
70 
71 		virtual void	addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
72 		{
73 			(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
74 		}
75 
removeConstraint(btTypedConstraint * constraint)76 		virtual void	removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
77 
78 		virtual void	addAction(btActionInterface* action) = 0;
79 
80 		virtual void	removeAction(btActionInterface* action) = 0;
81 
82 		//once a rigidbody is added to the dynamics world, it will get this gravity assigned
83 		//existing rigidbodies in the world get gravity assigned too, during this method
84 		virtual void	setGravity(const btVector3& gravity) = 0;
85 		virtual btVector3 getGravity () const = 0;
86 
87 		virtual void	synchronizeMotionStates() = 0;
88 
89 		virtual void	addRigidBody(btRigidBody* body) = 0;
90 
91 		virtual void	addRigidBody(btRigidBody* body, short group, short mask) = 0;
92 
93 		virtual void	removeRigidBody(btRigidBody* body) = 0;
94 
95 		virtual void	setConstraintSolver(btConstraintSolver* solver) = 0;
96 
97 		virtual btConstraintSolver* getConstraintSolver() = 0;
98 
getNumConstraints()99 		virtual	int		getNumConstraints() const {	return 0;		}
100 
getConstraint(int index)101 		virtual btTypedConstraint* getConstraint(int index)		{	(void)index;		return 0;		}
102 
getConstraint(int index)103 		virtual const btTypedConstraint* getConstraint(int index) const	{	(void)index;	return 0;	}
104 
105 		virtual btDynamicsWorldType	getWorldType() const=0;
106 
107 		virtual void	clearForces() = 0;
108 
109 		/// Set the callback for when an internal tick (simulation substep) happens, optional user info
110 		void setInternalTickCallback(btInternalTickCallback cb,	void* worldUserInfo=0,bool isPreTick=false)
111 		{
112 			if (isPreTick)
113 			{
114 				m_internalPreTickCallback = cb;
115 			} else
116 			{
117 				m_internalTickCallback = cb;
118 			}
119 			m_worldUserInfo = worldUserInfo;
120 		}
121 
setWorldUserInfo(void * worldUserInfo)122 		void	setWorldUserInfo(void* worldUserInfo)
123 		{
124 			m_worldUserInfo = worldUserInfo;
125 		}
126 
getWorldUserInfo()127 		void*	getWorldUserInfo() const
128 		{
129 			return m_worldUserInfo;
130 		}
131 
getSolverInfo()132 		btContactSolverInfo& getSolverInfo()
133 		{
134 			return m_solverInfo;
135 		}
136 
137 
138 		///obsolete, use addAction instead.
addVehicle(btActionInterface * vehicle)139 		virtual void	addVehicle(btActionInterface* vehicle) {(void)vehicle;}
140 		///obsolete, use removeAction instead
removeVehicle(btActionInterface * vehicle)141 		virtual void	removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
142 		///obsolete, use addAction instead.
addCharacter(btActionInterface * character)143 		virtual void	addCharacter(btActionInterface* character) {(void)character;}
144 		///obsolete, use removeAction instead
removeCharacter(btActionInterface * character)145 		virtual void	removeCharacter(btActionInterface* character) {(void)character;}
146 
147 
148 };
149 
150 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
151 struct btDynamicsWorldDoubleData
152 {
153 	btContactSolverInfoDoubleData	m_solverInfo;
154 	btVector3DoubleData	m_gravity;
155 };
156 
157 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
158 struct btDynamicsWorldFloatData
159 {
160 	btContactSolverInfoFloatData	m_solverInfo;
161 	btVector3FloatData	m_gravity;
162 };
163 
164 
165 #endif //BT_DYNAMICS_WORLD_H
166 
167 
168