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