[dali_2.3.21] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git] / dali-physics / third-party / bullet3 / src / BulletDynamics / Dynamics / btDiscreteDynamicsWorld.h
1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
4
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:
10
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.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15
16 #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
17 #define BT_DISCRETE_DYNAMICS_WORLD_H
18
19 #include "btDynamicsWorld.h"
20 class btDispatcher;
21 class btOverlappingPairCache;
22 class btConstraintSolver;
23 class btSimulationIslandManager;
24 class btTypedConstraint;
25 class btActionInterface;
26 class btPersistentManifold;
27 class btIDebugDraw;
28
29 struct InplaceSolverIslandCallback;
30
31 #include "LinearMath/btAlignedObjectArray.h"
32 #include "LinearMath/btThreads.h"
33
34 ///btDiscreteDynamicsWorld provides discrete rigid body simulation
35 ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
36 ATTRIBUTE_ALIGNED16(class)
37 btDiscreteDynamicsWorld : public btDynamicsWorld
38 {
39 protected:
40         btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
41         InplaceSolverIslandCallback* m_solverIslandCallback;
42
43         btConstraintSolver* m_constraintSolver;
44
45         btSimulationIslandManager* m_islandManager;
46
47         btAlignedObjectArray<btTypedConstraint*> m_constraints;
48
49         btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
50
51         btVector3 m_gravity;
52
53         //for variable timesteps
54         btScalar m_localTime;
55         btScalar m_fixedTimeStep;
56         //for variable timesteps
57
58         bool m_ownsIslandManager;
59         bool m_ownsConstraintSolver;
60         bool m_synchronizeAllMotionStates;
61         bool m_applySpeculativeContactRestitution;
62
63         btAlignedObjectArray<btActionInterface*> m_actions;
64
65         int m_profileTimings;
66
67         bool m_latencyMotionStateInterpolation;
68
69         btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
70         btSpinMutex m_predictiveManifoldsMutex;  // used to synchronize threads creating predictive contacts
71
72         virtual void predictUnconstraintMotion(btScalar timeStep);
73
74         void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep);  // can be called in parallel
75         virtual void integrateTransforms(btScalar timeStep);
76
77         virtual void calculateSimulationIslands();
78
79         
80
81         virtual void updateActivationState(btScalar timeStep);
82
83         void updateActions(btScalar timeStep);
84
85         void startProfiling(btScalar timeStep);
86
87         virtual void internalSingleStepSimulation(btScalar timeStep);
88
89         void releasePredictiveContacts();
90         void createPredictiveContactsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep);  // can be called in parallel
91         virtual void createPredictiveContacts(btScalar timeStep);
92
93         virtual void saveKinematicState(btScalar timeStep);
94
95         void serializeRigidBodies(btSerializer * serializer);
96
97         void serializeDynamicsWorldInfo(btSerializer * serializer);
98     
99 public:
100         BT_DECLARE_ALIGNED_ALLOCATOR();
101
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);
104
105         virtual ~btDiscreteDynamicsWorld();
106
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.));
109
110     virtual void solveConstraints(btContactSolverInfo & solverInfo);
111     
112         virtual void synchronizeMotionStates();
113
114         ///this can be useful to synchronize a single rigid body -> graphics object
115         void synchronizeSingleMotionState(btRigidBody * body);
116
117         virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false);
118
119         virtual void removeConstraint(btTypedConstraint * constraint);
120
121         virtual void addAction(btActionInterface*);
122
123         virtual void removeAction(btActionInterface*);
124
125         btSimulationIslandManager* getSimulationIslandManager()
126         {
127                 return m_islandManager;
128         }
129
130         const btSimulationIslandManager* getSimulationIslandManager() const
131         {
132                 return m_islandManager;
133         }
134
135         btCollisionWorld* getCollisionWorld()
136         {
137                 return this;
138         }
139
140         virtual void setGravity(const btVector3& gravity);
141
142         virtual btVector3 getGravity() const;
143
144         virtual void addCollisionObject(btCollisionObject * collisionObject, int collisionFilterGroup = btBroadphaseProxy::StaticFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
145
146         virtual void addRigidBody(btRigidBody * body);
147
148         virtual void addRigidBody(btRigidBody * body, int group, int mask);
149
150         virtual void removeRigidBody(btRigidBody * body);
151
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);
154
155         virtual void debugDrawConstraint(btTypedConstraint * constraint);
156
157         virtual void debugDrawWorld();
158
159         virtual void setConstraintSolver(btConstraintSolver * solver);
160
161         virtual btConstraintSolver* getConstraintSolver();
162
163         virtual int getNumConstraints() const;
164
165         virtual btTypedConstraint* getConstraint(int index);
166
167         virtual const btTypedConstraint* getConstraint(int index) const;
168
169         virtual btDynamicsWorldType getWorldType() const
170         {
171                 return BT_DISCRETE_DYNAMICS_WORLD;
172         }
173
174         ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
175         virtual void clearForces();
176
177         ///apply gravity, call this once per timestep
178         virtual void applyGravity();
179
180         virtual void setNumTasks(int numTasks)
181         {
182                 (void)numTasks;
183         }
184
185         ///obsolete, use updateActions instead
186         virtual void updateVehicles(btScalar timeStep)
187         {
188                 updateActions(timeStep);
189         }
190
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);
199
200         void setSynchronizeAllMotionStates(bool synchronizeAll)
201         {
202                 m_synchronizeAllMotionStates = synchronizeAll;
203         }
204         bool getSynchronizeAllMotionStates() const
205         {
206                 return m_synchronizeAllMotionStates;
207         }
208
209         void setApplySpeculativeContactRestitution(bool enable)
210         {
211                 m_applySpeculativeContactRestitution = enable;
212         }
213
214         bool getApplySpeculativeContactRestitution() const
215         {
216                 return m_applySpeculativeContactRestitution;
217         }
218
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);
221
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)
225         {
226                 m_latencyMotionStateInterpolation = latencyInterpolation;
227         }
228         bool getLatencyMotionStateInterpolation() const
229         {
230                 return m_latencyMotionStateInterpolation;
231         }
232     
233     btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies()
234     {
235         return m_nonStaticRigidBodies;
236     }
237     
238     const btAlignedObjectArray<btRigidBody*>& getNonStaticRigidBodies() const
239     {
240         return m_nonStaticRigidBodies;
241     }
242 };
243
244 #endif  //BT_DISCRETE_DYNAMICS_WORLD_H