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Viewing changes to tests/bullet/src/BulletDynamics/Dynamics/btDynamicsWorld.h

  • Committer: Package Import Robot
  • Author(s): Sylvestre Ledru
  • Date: 2013-05-02 13:11:51 UTC
  • Revision ID: package-import@ubuntu.com-20130502131151-q8dvteqr1ef2x7xz
Tags: upstream-1.4.1~20130504~adb56cb
ImportĀ upstreamĀ versionĀ 1.4.1~20130504~adb56cb

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/*
 
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Bullet Continuous Collision Detection and Physics Library
 
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Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
 
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This software is provided 'as-is', without any express or implied warranty.
 
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In no event will the authors be held liable for any damages arising from the use of this software.
 
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Permission is granted to anyone to use this software for any purpose, 
 
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including commercial applications, and to alter it and redistribute it freely, 
 
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subject to the following restrictions:
 
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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.
 
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
 
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3. This notice may not be removed or altered from any source distribution.
 
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*/
 
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#ifndef BT_DYNAMICS_WORLD_H
 
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#define BT_DYNAMICS_WORLD_H
 
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
 
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
 
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class btTypedConstraint;
 
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class btActionInterface;
 
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class btConstraintSolver;
 
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class btDynamicsWorld;
 
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/// Type for the callback for each tick
 
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typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
 
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enum btDynamicsWorldType
 
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{
 
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        BT_SIMPLE_DYNAMICS_WORLD=1,
 
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        BT_DISCRETE_DYNAMICS_WORLD=2,
 
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        BT_CONTINUOUS_DYNAMICS_WORLD=3,
 
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        BT_SOFT_RIGID_DYNAMICS_WORLD=4
 
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};
 
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///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
 
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class btDynamicsWorld : public btCollisionWorld
 
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{
 
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protected:
 
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                btInternalTickCallback m_internalTickCallback;
 
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                btInternalTickCallback m_internalPreTickCallback;
 
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                void*   m_worldUserInfo;
 
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                btContactSolverInfo     m_solverInfo;
 
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public:
 
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                btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
 
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                :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
 
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                {
 
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                }
 
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                virtual ~btDynamicsWorld()
 
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                {
 
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                }
 
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                ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
 
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                ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
 
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                ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
 
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                ///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
 
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                virtual int             stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
 
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                virtual void    debugDrawWorld() = 0;
 
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                virtual void    addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) 
 
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                { 
 
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                        (void)constraint; (void)disableCollisionsBetweenLinkedBodies;
 
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                }
 
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                virtual void    removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
 
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                virtual void    addAction(btActionInterface* action) = 0;
 
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                virtual void    removeAction(btActionInterface* action) = 0;
 
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                //once a rigidbody is added to the dynamics world, it will get this gravity assigned
 
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                //existing rigidbodies in the world get gravity assigned too, during this method
 
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                virtual void    setGravity(const btVector3& gravity) = 0;
 
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                virtual btVector3 getGravity () const = 0;
 
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                virtual void    synchronizeMotionStates() = 0;
 
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                virtual void    addRigidBody(btRigidBody* body) = 0;
 
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                virtual void    addRigidBody(btRigidBody* body, short group, short mask) = 0;
 
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                virtual void    removeRigidBody(btRigidBody* body) = 0;
 
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                virtual void    setConstraintSolver(btConstraintSolver* solver) = 0;
 
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                virtual btConstraintSolver* getConstraintSolver() = 0;
 
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                virtual int             getNumConstraints() const {     return 0;               }
 
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                virtual btTypedConstraint* getConstraint(int index)             {       (void)index;            return 0;               }
 
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                virtual const btTypedConstraint* getConstraint(int index) const {       (void)index;    return 0;       }
 
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                virtual btDynamicsWorldType     getWorldType() const=0;
 
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                virtual void    clearForces() = 0;
 
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                /// Set the callback for when an internal tick (simulation substep) happens, optional user info
 
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                void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0,bool isPreTick=false) 
 
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                { 
 
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                        if (isPreTick)
 
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                        {
 
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                                m_internalPreTickCallback = cb;
 
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                        } else
 
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                        {
 
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                                m_internalTickCallback = cb; 
 
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                        }
 
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                        m_worldUserInfo = worldUserInfo;
 
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                }
 
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                void    setWorldUserInfo(void* worldUserInfo)
 
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                {
 
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                        m_worldUserInfo = worldUserInfo;
 
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                }
 
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                void*   getWorldUserInfo() const
 
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                {
 
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                        return m_worldUserInfo;
 
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                }
 
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                btContactSolverInfo& getSolverInfo()
 
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                {
 
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                        return m_solverInfo;
 
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                }
 
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                ///obsolete, use addAction instead.
 
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                virtual void    addVehicle(btActionInterface* vehicle) {(void)vehicle;}
 
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                ///obsolete, use removeAction instead
 
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                virtual void    removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
 
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                ///obsolete, use addAction instead.
 
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                virtual void    addCharacter(btActionInterface* character) {(void)character;}
 
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                ///obsolete, use removeAction instead
 
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                virtual void    removeCharacter(btActionInterface* character) {(void)character;}
 
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};
 
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#endif //BT_DYNAMICS_WORLD_H
 
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