174 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			174 lines
		
	
	
		
			5.7 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_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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