Blender V4.3
btDiscreteDynamicsWorld.h File Reference

Go to the source code of this file.

Functions

virtual void predictUnconstraintMotion (btScalar timeStep)
 
void integrateTransformsInternal (btRigidBody **bodies, int numBodies, btScalar timeStep)
 
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)
 
virtual void createPredictiveContacts (btScalar timeStep)
 
virtual void saveKinematicState (btScalar timeStep)
 
void serializeRigidBodies (btSerializer *serializer)
 
void serializeDynamicsWorldInfo (btSerializer *serializer)
 
 BT_DECLARE_ALIGNED_ALLOCATOR ()
 
 btDiscreteDynamicsWorld (btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
 this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
 
virtual ~btDiscreteDynamicsWorld ()
 
virtual int stepSimulation (btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))
 if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
 
virtual void solveConstraints (btContactSolverInfo &solverInfo)
 
virtual void synchronizeMotionStates ()
 
void synchronizeSingleMotionState (btRigidBody *body)
 this can be useful to synchronize a single rigid body -> graphics object
 
virtual void addConstraint (btTypedConstraint *constraint, bool disableCollisionsBetweenLinkedBodies=false)
 
virtual void removeConstraint (btTypedConstraint *constraint)
 
virtual void addAction (btActionInterface *)
 
virtual void removeAction (btActionInterface *)
 
btSimulationIslandManagergetSimulationIslandManager ()
 
btCollisionWorldgetCollisionWorld ()
 
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)
 
virtual void removeCollisionObject (btCollisionObject *collisionObject)
 removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
 
virtual void debugDrawConstraint (btTypedConstraint *constraint)
 
virtual void debugDrawWorld ()
 
virtual void setConstraintSolver (btConstraintSolver *solver)
 
virtual btConstraintSolvergetConstraintSolver ()
 
virtual int getNumConstraints () const
 
virtual btTypedConstraintgetConstraint (int index)
 
virtual btDynamicsWorldType getWorldType () const
 
virtual void clearForces ()
 the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
 
virtual void applyGravity ()
 apply gravity, call this once per timestep
 
virtual void setNumTasks (int numTasks)
 
virtual void updateVehicles (btScalar timeStep)
 obsolete, use updateActions instead
 
virtual void addVehicle (btActionInterface *vehicle)
 obsolete, use addAction instead
 
virtual void removeVehicle (btActionInterface *vehicle)
 obsolete, use removeAction instead
 
virtual void addCharacter (btActionInterface *character)
 obsolete, use addAction instead
 
virtual void removeCharacter (btActionInterface *character)
 obsolete, use removeAction instead
 
void setSynchronizeAllMotionStates (bool synchronizeAll)
 
bool getSynchronizeAllMotionStates () const
 
void setApplySpeculativeContactRestitution (bool enable)
 
bool getApplySpeculativeContactRestitution () const
 
virtual void serialize (btSerializer *serializer)
 Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
 
void setLatencyMotionStateInterpolation (bool latencyInterpolation)
 
bool getLatencyMotionStateInterpolation () const
 
btAlignedObjectArray< btRigidBody * > & getNonStaticRigidBodies ()
 

Variables

btDiscreteDynamicsWorld __pad0__
 
InplaceSolverIslandCallbackm_solverIslandCallback
 
btConstraintSolverm_constraintSolver
 
btSimulationIslandManagerm_islandManager
 
btAlignedObjectArray< btTypedConstraint * > m_constraints
 
btAlignedObjectArray< btRigidBody * > m_nonStaticRigidBodies
 
btVector3 m_gravity
 
btScalar m_localTime
 
btScalar m_fixedTimeStep
 
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
 

Function Documentation

◆ addAction()

virtual void addAction ( btActionInterface * )
virtual

◆ addCharacter()

virtual void addCharacter ( btActionInterface * character)
virtual

obsolete, use addAction instead

◆ addCollisionObject()

virtual void addCollisionObject ( btCollisionObject * collisionObject,
int collisionFilterGroup = btBroadphaseProxy::StaticFilter,
int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter )
virtual

◆ addConstraint()

virtual void addConstraint ( btTypedConstraint * constraint,
bool disableCollisionsBetweenLinkedBodies = false )
virtual

◆ addRigidBody() [1/2]

virtual void addRigidBody ( btRigidBody * body)
virtual

◆ addRigidBody() [2/2]

virtual void addRigidBody ( btRigidBody * body,
int group,
int mask )
virtual

◆ addVehicle()

virtual void addVehicle ( btActionInterface * vehicle)
virtual

obsolete, use addAction instead

◆ applyGravity()

virtual void applyGravity ( )
virtual

apply gravity, call this once per timestep

◆ BT_DECLARE_ALIGNED_ALLOCATOR()

BT_DECLARE_ALIGNED_ALLOCATOR ( )

◆ btDiscreteDynamicsWorld()

btDiscreteDynamicsWorld::btDiscreteDynamicsWorld ( btDispatcher * dispatcher,
btBroadphaseInterface * pairCache,
btConstraintSolver * constraintSolver,
btCollisionConfiguration * collisionConfiguration )

this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those

Definition at line 191 of file btDiscreteDynamicsWorld.cpp.

References btAlignedAlloc, m_constraintSolver, m_islandManager, m_ownsConstraintSolver, m_ownsIslandManager, and m_solverIslandCallback.

Referenced by RB_dworld_new().

◆ calculateSimulationIslands()

virtual void calculateSimulationIslands ( )
virtual

◆ clearForces()

virtual void clearForces ( )
virtual

the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.

◆ createPredictiveContacts()

void btDiscreteDynamicsWorldMt::createPredictiveContacts ( btScalar timeStep)
virtual

◆ createPredictiveContactsInternal()

◆ debugDrawConstraint()

void btDiscreteDynamicsWorld::debugDrawConstraint ( btTypedConstraint * constraint)
virtual

◆ debugDrawWorld()

virtual void debugDrawWorld ( )
virtual

◆ getApplySpeculativeContactRestitution()

bool getApplySpeculativeContactRestitution ( ) const

Definition at line 214 of file btDiscreteDynamicsWorld.h.

References m_applySpeculativeContactRestitution.

◆ getCollisionWorld()

◆ getConstraint()

const btTypedConstraint * getConstraint ( int index)
virtual

◆ getConstraintSolver()

virtual btConstraintSolver * getConstraintSolver ( )
virtual

◆ getGravity()

virtual btVector3 getGravity ( ) const
virtual

◆ getLatencyMotionStateInterpolation()

bool getLatencyMotionStateInterpolation ( ) const

Definition at line 228 of file btDiscreteDynamicsWorld.h.

References m_latencyMotionStateInterpolation.

◆ getNonStaticRigidBodies()

const btAlignedObjectArray< btRigidBody * > & getNonStaticRigidBodies ( )

Definition at line 233 of file btDiscreteDynamicsWorld.h.

References m_nonStaticRigidBodies.

◆ getNumConstraints()

◆ getSimulationIslandManager()

const btSimulationIslandManager * getSimulationIslandManager ( )

◆ getSynchronizeAllMotionStates()

bool getSynchronizeAllMotionStates ( ) const

Definition at line 204 of file btDiscreteDynamicsWorld.h.

References m_synchronizeAllMotionStates.

◆ getWorldType()

virtual btDynamicsWorldType getWorldType ( ) const
virtual

Definition at line 169 of file btDiscreteDynamicsWorld.h.

References BT_DISCRETE_DYNAMICS_WORLD.

◆ integrateTransforms()

virtual void integrateTransforms ( btScalar timeStep)
virtual

◆ integrateTransformsInternal()

◆ internalSingleStepSimulation()

virtual void internalSingleStepSimulation ( btScalar timeStep)
virtual

◆ predictUnconstraintMotion()

virtual void predictUnconstraintMotion ( btScalar timeStep)
virtual

◆ releasePredictiveContacts()

void btDiscreteDynamicsWorld::releasePredictiveContacts ( )

◆ removeAction()

virtual void removeAction ( btActionInterface * )
virtual

◆ removeCharacter()

virtual void removeCharacter ( btActionInterface * character)
virtual

obsolete, use removeAction instead

◆ removeCollisionObject()

virtual void removeCollisionObject ( btCollisionObject * collisionObject)
virtual

removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject

◆ removeConstraint()

virtual void removeConstraint ( btTypedConstraint * constraint)
virtual

◆ removeRigidBody()

virtual void removeRigidBody ( btRigidBody * body)
virtual

◆ removeVehicle()

virtual void removeVehicle ( btActionInterface * vehicle)
virtual

obsolete, use removeAction instead

◆ saveKinematicState()

virtual void saveKinematicState ( btScalar timeStep)
virtual

◆ serialize()

virtual void serialize ( btSerializer * serializer)
virtual

Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)

◆ serializeDynamicsWorldInfo()

void btDiscreteDynamicsWorld::serializeDynamicsWorldInfo ( btSerializer * serializer)

◆ serializeRigidBodies()

◆ setApplySpeculativeContactRestitution()

void setApplySpeculativeContactRestitution ( bool enable)

Definition at line 209 of file btDiscreteDynamicsWorld.h.

References m_applySpeculativeContactRestitution.

◆ setConstraintSolver()

virtual void setConstraintSolver ( btConstraintSolver * solver)
virtual

◆ setGravity()

virtual void setGravity ( const btVector3 & gravity)
virtual

◆ setLatencyMotionStateInterpolation()

void setLatencyMotionStateInterpolation ( bool latencyInterpolation)

Interpolate motion state between previous and current transform, instead of current and next transform. This can relieve discontinuities in the rendering, due to penetrations

Definition at line 224 of file btDiscreteDynamicsWorld.h.

References m_latencyMotionStateInterpolation.

◆ setNumTasks()

virtual void setNumTasks ( int numTasks)
virtual

Definition at line 180 of file btDiscreteDynamicsWorld.h.

◆ setSynchronizeAllMotionStates()

void setSynchronizeAllMotionStates ( bool synchronizeAll)

Definition at line 200 of file btDiscreteDynamicsWorld.h.

References m_synchronizeAllMotionStates.

◆ solveConstraints()

virtual void solveConstraints ( btContactSolverInfo & solverInfo)
virtual

◆ startProfiling()

void btDiscreteDynamicsWorld::startProfiling ( btScalar timeStep)

◆ stepSimulation()

virtual int stepSimulation ( btScalar timeStep,
int maxSubSteps = 1,
btScalar fixedTimeStep = btScalar(1.)/btScalar(60.) )
virtual

if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's

◆ synchronizeMotionStates()

virtual void synchronizeMotionStates ( )
virtual

◆ synchronizeSingleMotionState()

void btDiscreteDynamicsWorld::synchronizeSingleMotionState ( btRigidBody * body)

this can be useful to synchronize a single rigid body -> graphics object

Todo
: add 'dirty' flag

Definition at line 335 of file btDiscreteDynamicsWorld.cpp.

References btAssert, btTransform, btRigidBody::getMotionState(), btTransformUtil::integrateTransform(), m_fixedTimeStep, m_latencyMotionStateInterpolation, m_localTime, and btMotionState::setWorldTransform().

◆ updateActions()

void btDiscreteDynamicsWorld::updateActions ( btScalar timeStep)

Definition at line 584 of file btDiscreteDynamicsWorld.cpp.

References BT_PROFILE, and m_actions.

Referenced by updateVehicles().

◆ updateActivationState()

virtual void updateActivationState ( btScalar timeStep)
virtual

◆ updateVehicles()

virtual void updateVehicles ( btScalar timeStep)
virtual

obsolete, use updateActions instead

Definition at line 186 of file btDiscreteDynamicsWorld.h.

References updateActions().

◆ ~btDiscreteDynamicsWorld()

Variable Documentation

◆ __pad0__

btDiscreteDynamicsWorld provides discrete rigid body simulation those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController

Definition at line 37 of file btDiscreteDynamicsWorld.h.

◆ m_actions

Definition at line 63 of file btDiscreteDynamicsWorld.h.

Referenced by updateActions().

◆ m_applySpeculativeContactRestitution

bool m_applySpeculativeContactRestitution

◆ m_constraints

◆ m_constraintSolver

◆ m_fixedTimeStep

◆ m_gravity

btVector3 m_gravity

Definition at line 51 of file btDiscreteDynamicsWorld.h.

◆ m_islandManager

◆ m_latencyMotionStateInterpolation

◆ m_localTime

◆ m_nonStaticRigidBodies

◆ m_ownsConstraintSolver

bool m_ownsConstraintSolver

Definition at line 59 of file btDiscreteDynamicsWorld.h.

Referenced by btDiscreteDynamicsWorld(), and ~btDiscreteDynamicsWorld().

◆ m_ownsIslandManager

bool m_ownsIslandManager

◆ m_predictiveManifolds

◆ m_predictiveManifoldsMutex

btSpinMutex m_predictiveManifoldsMutex

Definition at line 70 of file btDiscreteDynamicsWorld.h.

Referenced by createPredictiveContactsInternal().

◆ m_profileTimings

int m_profileTimings

Definition at line 65 of file btDiscreteDynamicsWorld.h.

◆ m_solverIslandCallback

InplaceSolverIslandCallback* m_solverIslandCallback

Definition at line 41 of file btDiscreteDynamicsWorld.h.

Referenced by btDiscreteDynamicsWorld(), and ~btDiscreteDynamicsWorld().

◆ m_synchronizeAllMotionStates

bool m_synchronizeAllMotionStates