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Diffstat (limited to 'extern/bullet2/src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h')
-rw-r--r--extern/bullet2/src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h105
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diff --git a/extern/bullet2/src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h b/extern/bullet2/src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h
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+++ b/extern/bullet2/src/BulletSoftBody/btSoftMultiBodyDynamicsWorld.h
@@ -0,0 +1,105 @@
+/*
+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_SOFT_MULTIBODY_DYNAMICS_WORLD_H
+#define BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
+
+#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
+#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
+#include "BulletSoftBody/btSoftBody.h"
+
+#ifndef BT_SOFT_RIGID_DYNAMICS_WORLD_H
+typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
+#endif
+
+class btSoftBodySolver;
+
+class btSoftMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
+{
+ btSoftBodyArray m_softBodies;
+ int m_drawFlags;
+ bool m_drawNodeTree;
+ bool m_drawFaceTree;
+ bool m_drawClusterTree;
+ btSoftBodyWorldInfo m_sbi;
+ ///Solver classes that encapsulate multiple soft bodies for solving
+ btSoftBodySolver* m_softBodySolver;
+ bool m_ownsSolver;
+
+protected:
+ virtual void predictUnconstraintMotion(btScalar timeStep);
+
+ virtual void internalSingleStepSimulation(btScalar timeStep);
+
+ void solveSoftBodiesConstraints(btScalar timeStep);
+
+ void serializeSoftBodies(btSerializer* serializer);
+
+public:
+ btSoftMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btSoftBodySolver* softBodySolver = 0);
+
+ virtual ~btSoftMultiBodyDynamicsWorld();
+
+ virtual void debugDrawWorld();
+
+ void addSoftBody(btSoftBody* body, int collisionFilterGroup = btBroadphaseProxy::DefaultFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter);
+
+ void removeSoftBody(btSoftBody* body);
+
+ ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btDiscreteDynamicsWorld::removeCollisionObject
+ virtual void removeCollisionObject(btCollisionObject* collisionObject);
+
+ int getDrawFlags() const { return (m_drawFlags); }
+ void setDrawFlags(int f) { m_drawFlags = f; }
+
+ btSoftBodyWorldInfo& getWorldInfo()
+ {
+ return m_sbi;
+ }
+ const btSoftBodyWorldInfo& getWorldInfo() const
+ {
+ return m_sbi;
+ }
+
+ virtual btDynamicsWorldType getWorldType() const
+ {
+ return BT_SOFT_MULTIBODY_DYNAMICS_WORLD;
+ }
+
+ btSoftBodyArray& getSoftBodyArray()
+ {
+ return m_softBodies;
+ }
+
+ const btSoftBodyArray& getSoftBodyArray() const
+ {
+ return m_softBodies;
+ }
+
+ virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
+
+ /// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
+ /// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
+ /// This allows more customization.
+ static void rayTestSingle(const btTransform& rayFromTrans, const btTransform& rayToTrans,
+ btCollisionObject* collisionObject,
+ const btCollisionShape* collisionShape,
+ const btTransform& colObjWorldTransform,
+ RayResultCallback& resultCallback);
+
+ virtual void serialize(btSerializer* serializer);
+};
+
+#endif //BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H