2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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16 #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
17 #define BT_DISCRETE_DYNAMICS_WORLD_H
19 #include "btDynamicsWorld.h"
21 class btOverlappingPairCache;
22 class btConstraintSolver;
23 class btSimulationIslandManager;
24 class btTypedConstraint;
25 class btActionInterface;
26 class btPersistentManifold;
29 struct InplaceSolverIslandCallback;
31 #include "LinearMath/btAlignedObjectArray.h"
32 #include "LinearMath/btThreads.h"
34 ///btDiscreteDynamicsWorld provides discrete rigid body simulation
35 ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
36 ATTRIBUTE_ALIGNED16(class)
37 btDiscreteDynamicsWorld : public btDynamicsWorld
40 btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
41 InplaceSolverIslandCallback* m_solverIslandCallback;
43 btConstraintSolver* m_constraintSolver;
45 btSimulationIslandManager* m_islandManager;
47 btAlignedObjectArray<btTypedConstraint*> m_constraints;
49 btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
53 //for variable timesteps
55 btScalar m_fixedTimeStep;
56 //for variable timesteps
58 bool m_ownsIslandManager;
59 bool m_ownsConstraintSolver;
60 bool m_synchronizeAllMotionStates;
61 bool m_applySpeculativeContactRestitution;
63 btAlignedObjectArray<btActionInterface*> m_actions;
67 bool m_latencyMotionStateInterpolation;
69 btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
70 btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
72 virtual void predictUnconstraintMotion(btScalar timeStep);
74 void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
75 virtual void integrateTransforms(btScalar timeStep);
77 virtual void calculateSimulationIslands();
81 virtual void updateActivationState(btScalar timeStep);
83 void updateActions(btScalar timeStep);
85 void startProfiling(btScalar timeStep);
87 virtual void internalSingleStepSimulation(btScalar timeStep);
89 void releasePredictiveContacts();
90 void createPredictiveContactsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
91 virtual void createPredictiveContacts(btScalar timeStep);
93 virtual void saveKinematicState(btScalar timeStep);
95 void serializeRigidBodies(btSerializer * serializer);
97 void serializeDynamicsWorldInfo(btSerializer * serializer);
100 BT_DECLARE_ALIGNED_ALLOCATOR();
102 ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
103 btDiscreteDynamicsWorld(btDispatcher * dispatcher, btBroadphaseInterface * pairCache, btConstraintSolver * constraintSolver, btCollisionConfiguration * collisionConfiguration);
105 virtual ~btDiscreteDynamicsWorld();
107 ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
108 virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
110 virtual void solveConstraints(btContactSolverInfo & solverInfo);
112 virtual void synchronizeMotionStates();
114 ///this can be useful to synchronize a single rigid body -> graphics object
115 void synchronizeSingleMotionState(btRigidBody * body);
117 virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false);
119 virtual void removeConstraint(btTypedConstraint * constraint);
121 virtual void addAction(btActionInterface*);
123 virtual void removeAction(btActionInterface*);
125 btSimulationIslandManager* getSimulationIslandManager()
127 return m_islandManager;
130 const btSimulationIslandManager* getSimulationIslandManager() const
132 return m_islandManager;
135 btCollisionWorld* getCollisionWorld()
140 virtual void setGravity(const btVector3& gravity);
142 virtual btVector3 getGravity() const;
144 virtual void addCollisionObject(btCollisionObject * collisionObject, int collisionFilterGroup = btBroadphaseProxy::StaticFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
146 virtual void addRigidBody(btRigidBody * body);
148 virtual void addRigidBody(btRigidBody * body, int group, int mask);
150 virtual void removeRigidBody(btRigidBody * body);
152 ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
153 virtual void removeCollisionObject(btCollisionObject * collisionObject);
155 virtual void debugDrawConstraint(btTypedConstraint * constraint);
157 virtual void debugDrawWorld();
159 virtual void setConstraintSolver(btConstraintSolver * solver);
161 virtual btConstraintSolver* getConstraintSolver();
163 virtual int getNumConstraints() const;
165 virtual btTypedConstraint* getConstraint(int index);
167 virtual const btTypedConstraint* getConstraint(int index) const;
169 virtual btDynamicsWorldType getWorldType() const
171 return BT_DISCRETE_DYNAMICS_WORLD;
174 ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
175 virtual void clearForces();
177 ///apply gravity, call this once per timestep
178 virtual void applyGravity();
180 virtual void setNumTasks(int numTasks)
185 ///obsolete, use updateActions instead
186 virtual void updateVehicles(btScalar timeStep)
188 updateActions(timeStep);
191 ///obsolete, use addAction instead
192 virtual void addVehicle(btActionInterface * vehicle);
193 ///obsolete, use removeAction instead
194 virtual void removeVehicle(btActionInterface * vehicle);
195 ///obsolete, use addAction instead
196 virtual void addCharacter(btActionInterface * character);
197 ///obsolete, use removeAction instead
198 virtual void removeCharacter(btActionInterface * character);
200 void setSynchronizeAllMotionStates(bool synchronizeAll)
202 m_synchronizeAllMotionStates = synchronizeAll;
204 bool getSynchronizeAllMotionStates() const
206 return m_synchronizeAllMotionStates;
209 void setApplySpeculativeContactRestitution(bool enable)
211 m_applySpeculativeContactRestitution = enable;
214 bool getApplySpeculativeContactRestitution() const
216 return m_applySpeculativeContactRestitution;
219 ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
220 virtual void serialize(btSerializer * serializer);
222 ///Interpolate motion state between previous and current transform, instead of current and next transform.
223 ///This can relieve discontinuities in the rendering, due to penetrations
224 void setLatencyMotionStateInterpolation(bool latencyInterpolation)
226 m_latencyMotionStateInterpolation = latencyInterpolation;
228 bool getLatencyMotionStateInterpolation() const
230 return m_latencyMotionStateInterpolation;
233 btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies()
235 return m_nonStaticRigidBodies;
238 const btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies() const
240 return m_nonStaticRigidBodies;
244 #endif //BT_DISCRETE_DYNAMICS_WORLD_H