Blender V4.3
btDiscreteDynamicsWorld.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_DISCRETE_DYNAMICS_WORLD_H
17#define BT_DISCRETE_DYNAMICS_WORLD_H
18
19#include "btDynamicsWorld.h"
20class btDispatcher;
24class btTypedConstraint;
27class btIDebugDraw;
28
30
33
37btDiscreteDynamicsWorld : public btDynamicsWorld
38{
39protected:
42
44
46
48
50
51 btVector3 m_gravity;
52
53 //for variable timesteps
56 //for variable timesteps
57
62
64
66
68
70 btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
71
72 virtual void predictUnconstraintMotion(btScalar timeStep);
73
74 void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
75 virtual void integrateTransforms(btScalar timeStep);
76
78
79
80
81 virtual void updateActivationState(btScalar timeStep);
82
83 void updateActions(btScalar timeStep);
84
85 void startProfiling(btScalar timeStep);
86
87 virtual void internalSingleStepSimulation(btScalar timeStep);
88
90 void createPredictiveContactsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
91 virtual void createPredictiveContacts(btScalar timeStep);
92
93 virtual void saveKinematicState(btScalar timeStep);
94
95 void serializeRigidBodies(btSerializer * serializer);
96
98
99public:
101
103 btDiscreteDynamicsWorld(btDispatcher * dispatcher, btBroadphaseInterface * pairCache, btConstraintSolver * constraintSolver, btCollisionConfiguration * collisionConfiguration);
104
105 virtual ~btDiscreteDynamicsWorld();
106
108 virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
109
110 virtual void solveConstraints(btContactSolverInfo & solverInfo);
111
113
116
117 virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false);
118
119 virtual void removeConstraint(btTypedConstraint * constraint);
120
122
124
129
131 {
132 return m_islandManager;
133 }
134
136 {
137 return this;
138 }
139
140 virtual void setGravity(const btVector3& gravity);
141
142 virtual btVector3 getGravity() const;
143
144 virtual void addCollisionObject(btCollisionObject * collisionObject, int collisionFilterGroup = btBroadphaseProxy::StaticFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
145
146 virtual void addRigidBody(btRigidBody * body);
147
148 virtual void addRigidBody(btRigidBody * body, int group, int mask);
149
150 virtual void removeRigidBody(btRigidBody * body);
151
153 virtual void removeCollisionObject(btCollisionObject * collisionObject);
154
155 virtual void debugDrawConstraint(btTypedConstraint * constraint);
156
157 virtual void debugDrawWorld();
158
160
162
163 virtual int getNumConstraints() const;
164
165 virtual btTypedConstraint* getConstraint(int index);
166
167 virtual const btTypedConstraint* getConstraint(int index) const;
168
170 {
172 }
173
175 virtual void clearForces();
176
178 virtual void applyGravity();
179
180 virtual void setNumTasks(int numTasks)
181 {
182 (void)numTasks;
183 }
184
186 virtual void updateVehicles(btScalar timeStep)
187 {
188 updateActions(timeStep);
189 }
190
192 virtual void addVehicle(btActionInterface * vehicle);
194 virtual void removeVehicle(btActionInterface * vehicle);
196 virtual void addCharacter(btActionInterface * character);
198 virtual void removeCharacter(btActionInterface * character);
199
200 void setSynchronizeAllMotionStates(bool synchronizeAll)
201 {
202 m_synchronizeAllMotionStates = synchronizeAll;
203 }
208
213
218
220 virtual void serialize(btSerializer * serializer);
221
224 void setLatencyMotionStateInterpolation(bool latencyInterpolation)
225 {
226 m_latencyMotionStateInterpolation = latencyInterpolation;
227 }
232
237
239 {
241 }
242};
243
244#endif //BT_DISCRETE_DYNAMICS_WORLD_H
void updateActions(btScalar timeStep)
BT_DECLARE_ALIGNED_ALLOCATOR()
virtual void clearForces()
the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
virtual btConstraintSolver * getConstraintSolver()
void integrateTransformsInternal(btRigidBody **bodies, int numBodies, btScalar timeStep)
btSimulationIslandManager * m_islandManager
virtual void saveKinematicState(btScalar timeStep)
virtual void solveConstraints(btContactSolverInfo &solverInfo)
void setApplySpeculativeContactRestitution(bool enable)
virtual void removeRigidBody(btRigidBody *body)
virtual void serialize(btSerializer *serializer)
Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see B...
InplaceSolverIslandCallback * m_solverIslandCallback
btVector3 m_gravity
virtual void removeConstraint(btTypedConstraint *constraint)
bool m_applySpeculativeContactRestitution
virtual void createPredictiveContacts(btScalar timeStep)
void synchronizeSingleMotionState(btRigidBody *body)
this can be useful to synchronize a single rigid body -> graphics object
void createPredictiveContactsInternal(btRigidBody **bodies, int numBodies, btScalar timeStep)
virtual void addRigidBody(btRigidBody *body)
virtual void removeCharacter(btActionInterface *character)
obsolete, use removeAction instead
bool m_ownsConstraintSolver
btAlignedObjectArray< btRigidBody * > & getNonStaticRigidBodies()
void serializeRigidBodies(btSerializer *serializer)
btAlignedObjectArray< btRigidBody * > m_nonStaticRigidBodies
virtual btVector3 getGravity() const
virtual void synchronizeMotionStates()
bool m_synchronizeAllMotionStates
virtual btTypedConstraint * getConstraint(int index)
virtual void setGravity(const btVector3 &gravity)
void serializeDynamicsWorldInfo(btSerializer *serializer)
virtual void addCollisionObject(btCollisionObject *collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter)
btCollisionWorld * getCollisionWorld()
virtual void addAction(btActionInterface *)
bool getApplySpeculativeContactRestitution() const
virtual void addVehicle(btActionInterface *vehicle)
obsolete, use addAction instead
bool getSynchronizeAllMotionStates() const
virtual void updateActivationState(btScalar timeStep)
btDiscreteDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete thos...
virtual int getNumConstraints() const
btScalar m_fixedTimeStep
virtual void addConstraint(btTypedConstraint *constraint, bool disableCollisionsBetweenLinkedBodies=false)
bool m_ownsIslandManager
virtual btDynamicsWorldType getWorldType() const
virtual void removeAction(btActionInterface *)
virtual void calculateSimulationIslands()
virtual void debugDrawWorld()
virtual void predictUnconstraintMotion(btScalar timeStep)
btAlignedObjectArray< btTypedConstraint * > m_constraints
btAlignedObjectArray< btPersistentManifold * > m_predictiveManifolds
virtual void integrateTransforms(btScalar timeStep)
virtual void setNumTasks(int numTasks)
btSimulationIslandManager * getSimulationIslandManager()
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
bool getLatencyMotionStateInterpolation() const
virtual void addCharacter(btActionInterface *character)
obsolete, use addAction instead
btAlignedObjectArray< btActionInterface * > m_actions
virtual void setConstraintSolver(btConstraintSolver *solver)
bool m_latencyMotionStateInterpolation
btScalar m_localTime
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 removeVehicle(btActionInterface *vehicle)
obsolete, use removeAction instead
void setLatencyMotionStateInterpolation(bool latencyInterpolation)
virtual void debugDrawConstraint(btTypedConstraint *constraint)
int m_profileTimings
btSpinMutex m_predictiveManifoldsMutex
btConstraintSolver * m_constraintSolver
virtual ~btDiscreteDynamicsWorld()
virtual void applyGravity()
apply gravity, call this once per timestep
virtual void updateVehicles(btScalar timeStep)
obsolete, use updateActions instead
virtual void internalSingleStepSimulation(btScalar timeStep)
void setSynchronizeAllMotionStates(bool synchronizeAll)
void releasePredictiveContacts()
void startProfiling(btScalar timeStep)
btDynamicsWorldType
@ BT_DISCRETE_DYNAMICS_WORLD
btPersistentManifold()
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
#define ATTRIBUTE_ALIGNED16(a)
Definition btScalar.h:285
btSequentialImpulseConstraintSolverMt int numBodies
Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWor...
CollisionWorld is interface and container for the collision detection.
The btDynamicsWorld is the interface class for several dynamics implementation, basic,...
SimulationIslandManager creates and handles simulation islands, using btUnionFind.