forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			240 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
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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_DISCRETE_DYNAMICS_WORLD_H
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#define BT_DISCRETE_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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class btSimulationIslandManager;
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class btTypedConstraint;
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class btActionInterface;
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class btPersistentManifold;
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class btIDebugDraw;
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struct InplaceSolverIslandCallback;
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btThreads.h"
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///btDiscreteDynamicsWorld provides discrete rigid body simulation
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///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
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ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorld : public btDynamicsWorld
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{
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protected:
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    btAlignedObjectArray<btTypedConstraint*>	m_sortedConstraints;
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	InplaceSolverIslandCallback* 	m_solverIslandCallback;
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	btConstraintSolver*	m_constraintSolver;
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	btSimulationIslandManager*	m_islandManager;
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	btAlignedObjectArray<btTypedConstraint*> m_constraints;
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	btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
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	btVector3	m_gravity;
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	//for variable timesteps
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	btScalar	m_localTime;
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	btScalar	m_fixedTimeStep;
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	//for variable timesteps
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	bool	m_ownsIslandManager;
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	bool	m_ownsConstraintSolver;
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	bool	m_synchronizeAllMotionStates;
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	bool	m_applySpeculativeContactRestitution;
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	btAlignedObjectArray<btActionInterface*>	m_actions;
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	int	m_profileTimings;
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	bool	m_latencyMotionStateInterpolation;
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	btAlignedObjectArray<btPersistentManifold*>	m_predictiveManifolds;
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    btSpinMutex m_predictiveManifoldsMutex;  // used to synchronize threads creating predictive contacts
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	virtual void	predictUnconstraintMotion(btScalar timeStep);
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    void integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep );  // can be called in parallel
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	virtual void	integrateTransforms(btScalar timeStep);
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	virtual void	calculateSimulationIslands();
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	virtual void	solveConstraints(btContactSolverInfo& solverInfo);
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	virtual void	updateActivationState(btScalar timeStep);
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	void	updateActions(btScalar timeStep);
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	void	startProfiling(btScalar timeStep);
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	virtual void	internalSingleStepSimulation( btScalar timeStep);
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    void releasePredictiveContacts();
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    void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep );  // can be called in parallel
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	virtual void	createPredictiveContacts(btScalar timeStep);
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	virtual void	saveKinematicState(btScalar timeStep);
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	void	serializeRigidBodies(btSerializer* serializer);
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	void	serializeDynamicsWorldInfo(btSerializer* serializer);
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public:
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	BT_DECLARE_ALIGNED_ALLOCATOR();
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	///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
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	btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
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	virtual ~btDiscreteDynamicsWorld();
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	///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
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	virtual int	stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
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	virtual void	synchronizeMotionStates();
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	///this can be useful to synchronize a single rigid body -> graphics object
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	void	synchronizeSingleMotionState(btRigidBody* body);
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	virtual void	addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
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	virtual void	removeConstraint(btTypedConstraint* constraint);
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	virtual void	addAction(btActionInterface*);
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	virtual void	removeAction(btActionInterface*);
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	btSimulationIslandManager*	getSimulationIslandManager()
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	{
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		return m_islandManager;
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	}
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	const btSimulationIslandManager*	getSimulationIslandManager() const 
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	{
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		return m_islandManager;
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	}
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	btCollisionWorld*	getCollisionWorld()
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	{
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		return this;
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	}
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	virtual void	setGravity(const btVector3& gravity);
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	virtual btVector3 getGravity () const;
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	virtual void	addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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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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	///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	debugDrawConstraint(btTypedConstraint* constraint);
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	virtual void	debugDrawWorld();
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	virtual void	setConstraintSolver(btConstraintSolver* solver);
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	virtual btConstraintSolver* getConstraintSolver();
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	virtual	int		getNumConstraints() const;
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	virtual btTypedConstraint* getConstraint(int index)	;
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	virtual const btTypedConstraint* getConstraint(int index) const;
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	virtual btDynamicsWorldType	getWorldType() const
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	{
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		return BT_DISCRETE_DYNAMICS_WORLD;
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	}
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	///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
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	virtual void	clearForces();
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	///apply gravity, call this once per timestep
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	virtual void	applyGravity();
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	virtual void	setNumTasks(int numTasks)
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	{
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        (void) numTasks;
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	}
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	///obsolete, use updateActions instead
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	virtual void updateVehicles(btScalar timeStep)
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	{
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		updateActions(timeStep);
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	}
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	///obsolete, use addAction instead
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	virtual void	addVehicle(btActionInterface* vehicle);
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	///obsolete, use removeAction instead
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	virtual void	removeVehicle(btActionInterface* vehicle);
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	///obsolete, use addAction instead
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	virtual void	addCharacter(btActionInterface* character);
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	///obsolete, use removeAction instead
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	virtual void	removeCharacter(btActionInterface* character);
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	void	setSynchronizeAllMotionStates(bool synchronizeAll)
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	{
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		m_synchronizeAllMotionStates = synchronizeAll;
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	}
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	bool getSynchronizeAllMotionStates() const
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	{
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		return m_synchronizeAllMotionStates;
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	}
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	void setApplySpeculativeContactRestitution(bool enable)
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	{
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		m_applySpeculativeContactRestitution = enable;
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	}
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	bool getApplySpeculativeContactRestitution() const
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	{
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		return m_applySpeculativeContactRestitution;
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	}
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	///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
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	virtual	void	serialize(btSerializer* serializer);
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	///Interpolate motion state between previous and current transform, instead of current and next transform.
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	///This can relieve discontinuities in the rendering, due to penetrations
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	void setLatencyMotionStateInterpolation(bool latencyInterpolation )
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	{
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		m_latencyMotionStateInterpolation = latencyInterpolation;
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	}
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	bool getLatencyMotionStateInterpolation() const
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	{
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		return m_latencyMotionStateInterpolation;
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	}
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};
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#endif //BT_DISCRETE_DYNAMICS_WORLD_H
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