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authorAndreaCatania <info@andreacatania.com>2017-08-01 14:30:58 +0200
committerAndreaCatania <info@andreacatania.com>2017-11-04 20:08:26 +0100
commited047261f06f814eeb88a1f6ee2dd8abd7a14034 (patch)
tree3addbdbfa8ca5068226a644a0dbbbee0ed691303 /thirdparty/bullet/src/BulletSoftBody/btSoftRigidDynamicsWorld.h
parent3cbcf5c2ddadf1cd630137d6bd438634b8517b00 (diff)
Vendor thirdparty Bullet source for upcoming physics server backend
Diffstat (limited to 'thirdparty/bullet/src/BulletSoftBody/btSoftRigidDynamicsWorld.h')
-rw-r--r--thirdparty/bullet/src/BulletSoftBody/btSoftRigidDynamicsWorld.h107
1 files changed, 107 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/BulletSoftBody/btSoftRigidDynamicsWorld.h b/thirdparty/bullet/src/BulletSoftBody/btSoftRigidDynamicsWorld.h
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+++ b/thirdparty/bullet/src/BulletSoftBody/btSoftRigidDynamicsWorld.h
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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_SOFT_RIGID_DYNAMICS_WORLD_H
+#define BT_SOFT_RIGID_DYNAMICS_WORLD_H
+
+#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
+#include "btSoftBody.h"
+
+typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
+
+class btSoftBodySolver;
+
+class btSoftRigidDynamicsWorld : public btDiscreteDynamicsWorld
+{
+
+ btSoftBodyArray m_softBodies;
+ int m_drawFlags;
+ bool m_drawNodeTree;
+ bool m_drawFaceTree;
+ bool m_drawClusterTree;
+ btSoftBodyWorldInfo m_sbi;
+ ///Solver classes that encapsulate multiple soft bodies for solving
+ btSoftBodySolver *m_softBodySolver;
+ bool m_ownsSolver;
+
+protected:
+
+ virtual void predictUnconstraintMotion(btScalar timeStep);
+
+ virtual void internalSingleStepSimulation( btScalar timeStep);
+
+ void solveSoftBodiesConstraints( btScalar timeStep );
+
+ void serializeSoftBodies(btSerializer* serializer);
+
+public:
+
+ btSoftRigidDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btSoftBodySolver *softBodySolver = 0 );
+
+ virtual ~btSoftRigidDynamicsWorld();
+
+ virtual void debugDrawWorld();
+
+ void addSoftBody(btSoftBody* body, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter);
+
+ void removeSoftBody(btSoftBody* body);
+
+ ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btDiscreteDynamicsWorld::removeCollisionObject
+ virtual void removeCollisionObject(btCollisionObject* collisionObject);
+
+ int getDrawFlags() const { return(m_drawFlags); }
+ void setDrawFlags(int f) { m_drawFlags=f; }
+
+ btSoftBodyWorldInfo& getWorldInfo()
+ {
+ return m_sbi;
+ }
+ const btSoftBodyWorldInfo& getWorldInfo() const
+ {
+ return m_sbi;
+ }
+
+ virtual btDynamicsWorldType getWorldType() const
+ {
+ return BT_SOFT_RIGID_DYNAMICS_WORLD;
+ }
+
+ btSoftBodyArray& getSoftBodyArray()
+ {
+ return m_softBodies;
+ }
+
+ const btSoftBodyArray& getSoftBodyArray() const
+ {
+ return m_softBodies;
+ }
+
+
+ virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
+
+ /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
+ /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
+ /// This allows more customization.
+ static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
+ btCollisionObject* collisionObject,
+ const btCollisionShape* collisionShape,
+ const btTransform& colObjWorldTransform,
+ RayResultCallback& resultCallback);
+
+ virtual void serialize(btSerializer* serializer);
+
+};
+
+#endif //BT_SOFT_RIGID_DYNAMICS_WORLD_H