123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245 |
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
- #define BT_DISCRETE_DYNAMICS_WORLD_H
- #include "btDynamicsWorld.h"
- class btDispatcher;
- class btOverlappingPairCache;
- class btConstraintSolver;
- class btSimulationIslandManager;
- class btTypedConstraint;
- class btActionInterface;
- class btPersistentManifold;
- class btIDebugDraw;
- struct InplaceSolverIslandCallback;
- #include "LinearMath/btAlignedObjectArray.h"
- #include "LinearMath/btThreads.h"
- ///btDiscreteDynamicsWorld provides discrete rigid body simulation
- ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
- ATTRIBUTE_ALIGNED16(class)
- btDiscreteDynamicsWorld : public btDynamicsWorld
- {
- protected:
- btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
- InplaceSolverIslandCallback* m_solverIslandCallback;
- btConstraintSolver* m_constraintSolver;
- btSimulationIslandManager* m_islandManager;
- btAlignedObjectArray<btTypedConstraint*> m_constraints;
- btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
- btVector3 m_gravity;
- //for variable timesteps
- btScalar m_localTime;
- btScalar m_fixedTimeStep;
- //for variable timesteps
- bool m_ownsIslandManager;
- bool m_ownsConstraintSolver;
- bool m_synchronizeAllMotionStates;
- bool m_applySpeculativeContactRestitution;
- btAlignedObjectArray<btActionInterface*> m_actions;
- int m_profileTimings;
- bool m_latencyMotionStateInterpolation;
- btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
- btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
- virtual void predictUnconstraintMotion(btScalar timeStep);
- void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
- virtual void integrateTransforms(btScalar timeStep);
- virtual void calculateSimulationIslands();
-
- virtual void updateActivationState(btScalar timeStep);
- void updateActions(btScalar timeStep);
- void startProfiling(btScalar timeStep);
- virtual void internalSingleStepSimulation(btScalar timeStep);
- void releasePredictiveContacts();
- void createPredictiveContactsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
- virtual void createPredictiveContacts(btScalar timeStep);
- virtual void saveKinematicState(btScalar timeStep);
- void serializeRigidBodies(btSerializer * serializer);
- void serializeDynamicsWorldInfo(btSerializer * serializer);
-
- public:
- BT_DECLARE_ALIGNED_ALLOCATOR();
- ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
- btDiscreteDynamicsWorld(btDispatcher * dispatcher, btBroadphaseInterface * pairCache, btConstraintSolver * constraintSolver, btCollisionConfiguration * collisionConfiguration);
- virtual ~btDiscreteDynamicsWorld();
- ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
- virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
- virtual void solveConstraints(btContactSolverInfo & solverInfo);
-
- virtual void synchronizeMotionStates();
- ///this can be useful to synchronize a single rigid body -> graphics object
- void synchronizeSingleMotionState(btRigidBody * body);
- virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false);
- virtual void removeConstraint(btTypedConstraint * constraint);
- virtual void addAction(btActionInterface*);
- virtual void removeAction(btActionInterface*);
- btSimulationIslandManager* getSimulationIslandManager()
- {
- return m_islandManager;
- }
- const btSimulationIslandManager* getSimulationIslandManager() const
- {
- return m_islandManager;
- }
- btCollisionWorld* getCollisionWorld()
- {
- return this;
- }
- virtual void setGravity(const btVector3& gravity);
- virtual btVector3 getGravity() const;
- virtual void addCollisionObject(btCollisionObject * collisionObject, int collisionFilterGroup = btBroadphaseProxy::StaticFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
- virtual void addRigidBody(btRigidBody * body);
- virtual void addRigidBody(btRigidBody * body, int group, int mask);
- virtual void removeRigidBody(btRigidBody * body);
- ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
- virtual void removeCollisionObject(btCollisionObject * collisionObject);
- virtual void debugDrawConstraint(btTypedConstraint * constraint);
- virtual void debugDrawWorld();
- virtual void setConstraintSolver(btConstraintSolver * solver);
- virtual btConstraintSolver* getConstraintSolver();
- virtual int getNumConstraints() const;
- virtual btTypedConstraint* getConstraint(int index);
- virtual const btTypedConstraint* getConstraint(int index) const;
- virtual btDynamicsWorldType getWorldType() const
- {
- return BT_DISCRETE_DYNAMICS_WORLD;
- }
- ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
- virtual void clearForces();
- ///apply gravity, call this once per timestep
- virtual void applyGravity();
- virtual void setNumTasks(int numTasks)
- {
- (void)numTasks;
- }
- ///obsolete, use updateActions instead
- virtual void updateVehicles(btScalar timeStep)
- {
- updateActions(timeStep);
- }
- ///obsolete, use addAction instead
- virtual void addVehicle(btActionInterface * vehicle);
- ///obsolete, use removeAction instead
- virtual void removeVehicle(btActionInterface * vehicle);
- ///obsolete, use addAction instead
- virtual void addCharacter(btActionInterface * character);
- ///obsolete, use removeAction instead
- virtual void removeCharacter(btActionInterface * character);
- void setSynchronizeAllMotionStates(bool synchronizeAll)
- {
- m_synchronizeAllMotionStates = synchronizeAll;
- }
- bool getSynchronizeAllMotionStates() const
- {
- return m_synchronizeAllMotionStates;
- }
- void setApplySpeculativeContactRestitution(bool enable)
- {
- m_applySpeculativeContactRestitution = enable;
- }
- bool getApplySpeculativeContactRestitution() const
- {
- return m_applySpeculativeContactRestitution;
- }
- ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
- virtual void serialize(btSerializer * serializer);
- ///Interpolate motion state between previous and current transform, instead of current and next transform.
- ///This can relieve discontinuities in the rendering, due to penetrations
- void setLatencyMotionStateInterpolation(bool latencyInterpolation)
- {
- m_latencyMotionStateInterpolation = latencyInterpolation;
- }
- bool getLatencyMotionStateInterpolation() const
- {
- return m_latencyMotionStateInterpolation;
- }
-
- btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies()
- {
- return m_nonStaticRigidBodies;
- }
-
- const btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies() const
- {
- return m_nonStaticRigidBodies;
- }
- };
- #endif //BT_DISCRETE_DYNAMICS_WORLD_H
|