90 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.0 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_SIMPLE_DYNAMICS_WORLD_H
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#define BT_SIMPLE_DYNAMICS_WORLD_H
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#include "btDynamicsWorld.h"
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class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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///The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
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///Please use btDiscreteDynamicsWorld instead
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class btSimpleDynamicsWorld : public btDynamicsWorld
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{
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protected:
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	btConstraintSolver*	m_constraintSolver;
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	bool	m_ownsConstraintSolver;
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	void	predictUnconstraintMotion(btScalar timeStep);
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	void	integrateTransforms(btScalar timeStep);
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	btVector3	m_gravity;
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public:
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	///this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
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	btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
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	virtual ~btSimpleDynamicsWorld();
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	///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead
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	virtual int	stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
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	virtual void	setGravity(const btVector3& gravity);
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	virtual btVector3 getGravity () const;
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	virtual void	addRigidBody(btRigidBody* body);
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	virtual void	addRigidBody(btRigidBody* body, int group, int mask);
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	virtual void	removeRigidBody(btRigidBody* body);
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	virtual void	debugDrawWorld();
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	virtual void	addAction(btActionInterface* action);
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	virtual void	removeAction(btActionInterface* action);
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	///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
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	virtual void	removeCollisionObject(btCollisionObject* collisionObject);
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	virtual void	updateAabbs();
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	virtual void	synchronizeMotionStates();
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	virtual void	setConstraintSolver(btConstraintSolver* solver);
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	virtual btConstraintSolver* getConstraintSolver();
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	virtual btDynamicsWorldType	getWorldType() const
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	{
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		return BT_SIMPLE_DYNAMICS_WORLD;
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	}
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	virtual void	clearForces();
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};
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#endif //BT_SIMPLE_DYNAMICS_WORLD_H
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