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Diffstat (limited to 'thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h')
-rw-r--r-- | thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h new file mode 100644 index 0000000000..b0d19f48a3 --- /dev/null +++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h @@ -0,0 +1,239 @@ +/* +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 solveConstraints(btContactSolverInfo& solverInfo); + + 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 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; + } +}; + +#endif //BT_DISCRETE_DYNAMICS_WORLD_H |