174 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			174 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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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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									BT_GPU_DYNAMICS_WORLD=5,
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								    BT_SOFT_MULTIBODY_DYNAMICS_WORLD=6
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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, int group, int 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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										const btContactSolverInfo& getSolverInfo() const
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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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								///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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								struct btDynamicsWorldDoubleData
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								{
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									btContactSolverInfoDoubleData	m_solverInfo;
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									btVector3DoubleData	m_gravity;
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								};
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								///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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								struct btDynamicsWorldFloatData
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								{
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									btContactSolverInfoFloatData	m_solverInfo;
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									btVector3FloatData	m_gravity;
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								};
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								#endif //BT_DYNAMICS_WORLD_H
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