summaryrefslogtreecommitdiff
path: root/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
diff options
context:
space:
mode:
Diffstat (limited to 'thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h')
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h244
1 files changed, 0 insertions, 244 deletions
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
deleted file mode 100644
index 73607c61fd..0000000000
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
+++ /dev/null
@@ -1,244 +0,0 @@
-/*
-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 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 solveConstraints(btContactSolverInfo & solverInfo);
-
- 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;
- }
-
- btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies()
- {
- return m_nonStaticRigidBodies;
- }
-
- const btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies() const
- {
- return m_nonStaticRigidBodies;
- }
-};
-
-#endif //BT_DISCRETE_DYNAMICS_WORLD_H