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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans https://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.
- */
- #include "btSimpleDynamicsWorld.h"
- #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
- #include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
- #include "BulletCollision/CollisionShapes/btCollisionShape.h"
- #include "BulletDynamics/Dynamics/btRigidBody.h"
- #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
- #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
- /*
- Make sure this dummy function never changes so that it
- can be used by probes that are checking whether the
- library is actually installed.
- */
- extern "C"
- {
- void btBulletDynamicsProbe();
- void btBulletDynamicsProbe() {}
- }
- btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
- : btDynamicsWorld(dispatcher, pairCache, collisionConfiguration),
- m_constraintSolver(constraintSolver),
- m_ownsConstraintSolver(false),
- m_gravity(0, 0, -10)
- {
- }
- btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
- {
- if (m_ownsConstraintSolver)
- btAlignedFree(m_constraintSolver);
- }
- int btSimpleDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
- {
- (void)fixedTimeStep;
- (void)maxSubSteps;
- ///apply gravity, predict motion
- predictUnconstraintMotion(timeStep);
- btDispatcherInfo& dispatchInfo = getDispatchInfo();
- dispatchInfo.m_timeStep = timeStep;
- dispatchInfo.m_stepCount = 0;
- dispatchInfo.m_debugDraw = getDebugDrawer();
- ///perform collision detection
- performDiscreteCollisionDetection();
- ///solve contact constraints
- int numManifolds = m_dispatcher1->getNumManifolds();
- if (numManifolds)
- {
- btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
- btContactSolverInfo infoGlobal;
- infoGlobal.m_timeStep = timeStep;
- m_constraintSolver->prepareSolve(0, numManifolds);
- m_constraintSolver->solveGroup(&getCollisionObjectArray()[0], getNumCollisionObjects(), manifoldPtr, numManifolds, 0, 0, infoGlobal, m_debugDrawer, m_dispatcher1);
- m_constraintSolver->allSolved(infoGlobal, m_debugDrawer);
- }
- ///integrate transforms
- integrateTransforms(timeStep);
- updateAabbs();
- synchronizeMotionStates();
- clearForces();
- return 1;
- }
- void btSimpleDynamicsWorld::clearForces()
- {
- ///@todo: iterate over awake simulation islands!
- for (int i = 0; i < m_collisionObjects.size(); i++)
- {
- btCollisionObject* colObj = m_collisionObjects[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if (body)
- {
- body->clearForces();
- }
- }
- }
- void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
- {
- m_gravity = gravity;
- for (int i = 0; i < m_collisionObjects.size(); i++)
- {
- btCollisionObject* colObj = m_collisionObjects[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if (body)
- {
- body->setGravity(gravity);
- }
- }
- }
- btVector3 btSimpleDynamicsWorld::getGravity() const
- {
- return m_gravity;
- }
- void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
- {
- btCollisionWorld::removeCollisionObject(body);
- }
- void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
- {
- btRigidBody* body = btRigidBody::upcast(collisionObject);
- if (body)
- removeRigidBody(body);
- else
- btCollisionWorld::removeCollisionObject(collisionObject);
- }
- void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
- {
- body->setGravity(m_gravity);
- if (body->getCollisionShape())
- {
- addCollisionObject(body);
- }
- }
- void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
- {
- body->setGravity(m_gravity);
- if (body->getCollisionShape())
- {
- addCollisionObject(body, group, mask);
- }
- }
- void btSimpleDynamicsWorld::debugDrawWorld()
- {
- }
- void btSimpleDynamicsWorld::addAction(btActionInterface* action)
- {
- }
- void btSimpleDynamicsWorld::removeAction(btActionInterface* action)
- {
- }
- void btSimpleDynamicsWorld::updateAabbs()
- {
- btTransform predictedTrans;
- for (int i = 0; i < m_collisionObjects.size(); i++)
- {
- btCollisionObject* colObj = m_collisionObjects[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if (body)
- {
- if (body->isActive() && (!body->isStaticObject()))
- {
- btVector3 minAabb, maxAabb;
- colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb, maxAabb);
- btBroadphaseInterface* bp = getBroadphase();
- bp->setAabb(body->getBroadphaseHandle(), minAabb, maxAabb, m_dispatcher1);
- }
- }
- }
- }
- void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
- {
- btTransform predictedTrans;
- for (int i = 0; i < m_collisionObjects.size(); i++)
- {
- btCollisionObject* colObj = m_collisionObjects[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if (body)
- {
- if (body->isActive() && (!body->isStaticObject()))
- {
- body->predictIntegratedTransform(timeStep, predictedTrans);
- body->proceedToTransform(predictedTrans);
- }
- }
- }
- }
- void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
- {
- for (int i = 0; i < m_collisionObjects.size(); i++)
- {
- btCollisionObject* colObj = m_collisionObjects[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if (body)
- {
- if (!body->isStaticObject())
- {
- if (body->isActive())
- {
- body->applyGravity();
- body->integrateVelocities(timeStep);
- body->applyDamping(timeStep);
- body->predictIntegratedTransform(timeStep, body->getInterpolationWorldTransform());
- }
- }
- }
- }
- }
- void btSimpleDynamicsWorld::synchronizeMotionStates()
- {
- ///@todo: iterate over awake simulation islands!
- for (int i = 0; i < m_collisionObjects.size(); i++)
- {
- btCollisionObject* colObj = m_collisionObjects[i];
- btRigidBody* body = btRigidBody::upcast(colObj);
- if (body && body->getMotionState())
- {
- if (body->getActivationState() != ISLAND_SLEEPING)
- {
- body->getMotionState()->setWorldTransform(body->getWorldTransform());
- }
- }
- }
- }
- void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
- {
- if (m_ownsConstraintSolver)
- {
- btAlignedFree(m_constraintSolver);
- }
- m_ownsConstraintSolver = false;
- m_constraintSolver = solver;
- }
- btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver()
- {
- return m_constraintSolver;
- }
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