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-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h159
1 files changed, 76 insertions, 83 deletions
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
index b0d19f48a3..7fe9619213 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
@@ -13,7 +13,6 @@ subject to the following restrictions:
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
@@ -32,159 +31,153 @@ 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
+ATTRIBUTE_ALIGNED16(class)
+btDiscreteDynamicsWorld : public btDynamicsWorld
{
protected:
-
- btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
- InplaceSolverIslandCallback* m_solverIslandCallback;
+ btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
+ InplaceSolverIslandCallback* m_solverIslandCallback;
- btConstraintSolver* m_constraintSolver;
+ btConstraintSolver* m_constraintSolver;
- btSimulationIslandManager* m_islandManager;
+ btSimulationIslandManager* m_islandManager;
btAlignedObjectArray<btTypedConstraint*> m_constraints;
btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
- btVector3 m_gravity;
+ btVector3 m_gravity;
//for variable timesteps
- btScalar m_localTime;
- btScalar m_fixedTimeStep;
+ btScalar m_localTime;
+ btScalar m_fixedTimeStep;
//for variable timesteps
- bool m_ownsIslandManager;
- bool m_ownsConstraintSolver;
- bool m_synchronizeAllMotionStates;
- bool m_applySpeculativeContactRestitution;
+ bool m_ownsIslandManager;
+ bool m_ownsConstraintSolver;
+ bool m_synchronizeAllMotionStates;
+ bool m_applySpeculativeContactRestitution;
- btAlignedObjectArray<btActionInterface*> m_actions;
-
- int m_profileTimings;
+ btAlignedObjectArray<btActionInterface*> m_actions;
- bool m_latencyMotionStateInterpolation;
+ int m_profileTimings;
- btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
- btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
+ bool m_latencyMotionStateInterpolation;
- 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();
+ btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
+ btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
- virtual void solveConstraints(btContactSolverInfo& solverInfo);
-
- virtual void updateActivationState(btScalar timeStep);
+ virtual void predictUnconstraintMotion(btScalar timeStep);
- void updateActions(btScalar timeStep);
+ void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
+ virtual void integrateTransforms(btScalar timeStep);
- void startProfiling(btScalar timeStep);
+ virtual void calculateSimulationIslands();
- virtual void internalSingleStepSimulation( btScalar timeStep);
+ virtual void solveConstraints(btContactSolverInfo & solverInfo);
- void releasePredictiveContacts();
- void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
- virtual void createPredictiveContacts(btScalar timeStep);
+ virtual void updateActivationState(btScalar timeStep);
- virtual void saveKinematicState(btScalar timeStep);
+ void updateActions(btScalar timeStep);
- void serializeRigidBodies(btSerializer* serializer);
+ void startProfiling(btScalar timeStep);
- void serializeDynamicsWorldInfo(btSerializer* serializer);
+ virtual void internalSingleStepSimulation(btScalar timeStep);
-public:
+ 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);
+ 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 int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
-
- virtual void synchronizeMotionStates();
+ virtual void synchronizeMotionStates();
///this can be useful to synchronize a single rigid body -> graphics object
- void synchronizeSingleMotionState(btRigidBody* body);
+ void synchronizeSingleMotionState(btRigidBody * body);
+
+ virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false);
- virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
+ virtual void removeConstraint(btTypedConstraint * constraint);
- virtual void removeConstraint(btTypedConstraint* constraint);
+ virtual void addAction(btActionInterface*);
- virtual void addAction(btActionInterface*);
+ virtual void removeAction(btActionInterface*);
- virtual void removeAction(btActionInterface*);
-
- btSimulationIslandManager* getSimulationIslandManager()
+ btSimulationIslandManager* getSimulationIslandManager()
{
return m_islandManager;
}
- const btSimulationIslandManager* getSimulationIslandManager() const
+ const btSimulationIslandManager* getSimulationIslandManager() const
{
return m_islandManager;
}
- btCollisionWorld* getCollisionWorld()
+ btCollisionWorld* getCollisionWorld()
{
return this;
}
- virtual void setGravity(const btVector3& gravity);
+ virtual void setGravity(const btVector3& gravity);
- virtual btVector3 getGravity () const;
+ virtual btVector3 getGravity() const;
- virtual void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
+ 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);
- virtual void addRigidBody(btRigidBody* body, int group, int mask);
+ virtual void addRigidBody(btRigidBody * body, int group, int mask);
- virtual void removeRigidBody(btRigidBody* body);
+ 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 removeCollisionObject(btCollisionObject * collisionObject);
- virtual void debugDrawConstraint(btTypedConstraint* constraint);
+ virtual void debugDrawConstraint(btTypedConstraint * constraint);
- virtual void debugDrawWorld();
+ virtual void debugDrawWorld();
- virtual void setConstraintSolver(btConstraintSolver* solver);
+ virtual void setConstraintSolver(btConstraintSolver * solver);
virtual btConstraintSolver* getConstraintSolver();
-
- virtual int getNumConstraints() const;
- virtual btTypedConstraint* getConstraint(int index) ;
+ virtual int getNumConstraints() const;
+
+ virtual btTypedConstraint* getConstraint(int index);
virtual const btTypedConstraint* getConstraint(int index) const;
-
- virtual btDynamicsWorldType getWorldType() 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();
+ virtual void clearForces();
///apply gravity, call this once per timestep
- virtual void applyGravity();
+ virtual void applyGravity();
- virtual void setNumTasks(int numTasks)
+ virtual void setNumTasks(int numTasks)
{
- (void) numTasks;
+ (void)numTasks;
}
///obsolete, use updateActions instead
@@ -194,15 +187,15 @@ public:
}
///obsolete, use addAction instead
- virtual void addVehicle(btActionInterface* vehicle);
+ virtual void addVehicle(btActionInterface * vehicle);
///obsolete, use removeAction instead
- virtual void removeVehicle(btActionInterface* vehicle);
+ virtual void removeVehicle(btActionInterface * vehicle);
///obsolete, use addAction instead
- virtual void addCharacter(btActionInterface* character);
+ virtual void addCharacter(btActionInterface * character);
///obsolete, use removeAction instead
- virtual void removeCharacter(btActionInterface* character);
+ virtual void removeCharacter(btActionInterface * character);
- void setSynchronizeAllMotionStates(bool synchronizeAll)
+ void setSynchronizeAllMotionStates(bool synchronizeAll)
{
m_synchronizeAllMotionStates = synchronizeAll;
}
@@ -215,18 +208,18 @@ public:
{
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);
+ 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 )
+ void setLatencyMotionStateInterpolation(bool latencyInterpolation)
{
m_latencyMotionStateInterpolation = latencyInterpolation;
}
@@ -236,4 +229,4 @@ public:
}
};
-#endif //BT_DISCRETE_DYNAMICS_WORLD_H
+#endif //BT_DISCRETE_DYNAMICS_WORLD_H