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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h')
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diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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;
+struct btContactSolverInfo;
+class btRaycastVehicle;
+class btIDebugDraw;
+
+#include <vector>
+
+///btDiscreteDynamicsWorld provides discrete rigid body simulation
+///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
+class btDiscreteDynamicsWorld : public btDynamicsWorld
+{
+protected:
+
+ btConstraintSolver* m_constraintSolver;
+
+ btSimulationIslandManager* m_islandManager;
+
+ std::vector<btTypedConstraint*> m_constraints;
+
+ btIDebugDraw* m_debugDrawer;
+
+ btVector3 m_gravity;
+
+ //for variable timesteps
+ float m_localTime;
+ //for variable timesteps
+
+ bool m_ownsIslandManager;
+ bool m_ownsConstraintSolver;
+
+ std::vector<btRaycastVehicle*> m_vehicles;
+
+ int m_profileTimings;
+
+ void predictUnconstraintMotion(float timeStep);
+
+ void integrateTransforms(float timeStep);
+
+ void calculateSimulationIslands();
+
+ void solveNoncontactConstraints(btContactSolverInfo& solverInfo);
+
+ void solveContactConstraints(btContactSolverInfo& solverInfo);
+
+ void updateActivationState(float timeStep);
+
+ void updateVehicles(float timeStep);
+
+ void startProfiling(float timeStep);
+
+ virtual void internalSingleStepSimulation( float timeStep);
+
+ void synchronizeMotionStates();
+
+ void saveKinematicState(float timeStep);
+
+
+public:
+
+
+ ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
+ btDiscreteDynamicsWorld(btDispatcher* dispatcher,btOverlappingPairCache* pairCache,btConstraintSolver* constraintSolver=0);
+
+ ///this btDiscreteDynamicsWorld will create and own dispatcher, pairCache and constraintSolver, and deletes it in the destructor.
+ btDiscreteDynamicsWorld();
+
+ virtual ~btDiscreteDynamicsWorld();
+
+ ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
+ virtual int stepSimulation( float timeStep,int maxSubSteps=1, float fixedTimeStep=1.f/60.f);
+
+ virtual void updateAabbs();
+
+ void addConstraint(btTypedConstraint* constraint);
+
+ void removeConstraint(btTypedConstraint* constraint);
+
+ void addVehicle(btRaycastVehicle* vehicle);
+
+ void removeVehicle(btRaycastVehicle* vehicle);
+
+ btSimulationIslandManager* getSimulationIslandManager()
+ {
+ return m_islandManager;
+ }
+
+ const btSimulationIslandManager* getSimulationIslandManager() const
+ {
+ return m_islandManager;
+ }
+
+ btCollisionWorld* getCollisionWorld()
+ {
+ return this;
+ }
+
+ virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
+ {
+ m_debugDrawer = debugDrawer;
+ }
+
+ virtual btIDebugDraw* getDebugDrawer()
+ {
+ return m_debugDrawer;
+ }
+
+ virtual void setGravity(const btVector3& gravity);
+
+ virtual void addRigidBody(btRigidBody* body);
+
+ virtual void removeRigidBody(btRigidBody* body);
+
+ void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
+
+
+};
+
+#endif //BT_DISCRETE_DYNAMICS_WORLD_H