Bullet Collision Detection & Physics Library
btDiscreteDynamicsWorld.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
18 #define BT_DISCRETE_DYNAMICS_WORLD_H
19 
20 #include "btDynamicsWorld.h"
21 
22 class btDispatcher;
24 class btConstraintSolver;
26 class btTypedConstraint;
27 class btActionInterface;
29 class btIDebugDraw;
31 
33 #include "LinearMath/btThreads.h"
34 
35 
39 {
40 protected:
41 
44 
46 
48 
50 
52 
54 
55  //for variable timesteps
58  //for variable timesteps
59 
64 
66 
68 
70 
72  btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
73 
74  virtual void predictUnconstraintMotion(btScalar timeStep);
75 
76  void integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
77  virtual void integrateTransforms(btScalar timeStep);
78 
79  virtual void calculateSimulationIslands();
80 
81  virtual void solveConstraints(btContactSolverInfo& solverInfo);
82 
83  virtual void updateActivationState(btScalar timeStep);
84 
85  void updateActions(btScalar timeStep);
86 
87  void startProfiling(btScalar timeStep);
88 
89  virtual void internalSingleStepSimulation( btScalar timeStep);
90 
91  void releasePredictiveContacts();
92  void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
93  virtual void createPredictiveContacts(btScalar timeStep);
94 
95  virtual void saveKinematicState(btScalar timeStep);
96 
97  void serializeRigidBodies(btSerializer* serializer);
98 
99  void serializeDynamicsWorldInfo(btSerializer* serializer);
100 
101 public:
102 
103 
105 
107  btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
108 
109  virtual ~btDiscreteDynamicsWorld();
110 
112  virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
113 
114 
115  virtual void synchronizeMotionStates();
116 
118  void synchronizeSingleMotionState(btRigidBody* body);
119 
120  virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
121 
122  virtual void removeConstraint(btTypedConstraint* constraint);
123 
124  virtual void addAction(btActionInterface*);
125 
126  virtual void removeAction(btActionInterface*);
127 
129  {
130  return m_islandManager;
131  }
132 
134  {
135  return m_islandManager;
136  }
137 
139  {
140  return this;
141  }
142 
143  virtual void setGravity(const btVector3& gravity);
144 
145  virtual btVector3 getGravity () const;
146 
147  virtual void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
148 
149  virtual void addRigidBody(btRigidBody* body);
150 
151  virtual void addRigidBody(btRigidBody* body, int group, int mask);
152 
153  virtual void removeRigidBody(btRigidBody* body);
154 
156  virtual void removeCollisionObject(btCollisionObject* collisionObject);
157 
158 
159  virtual void debugDrawConstraint(btTypedConstraint* constraint);
160 
161  virtual void debugDrawWorld();
162 
163  virtual void setConstraintSolver(btConstraintSolver* solver);
164 
165  virtual btConstraintSolver* getConstraintSolver();
166 
167  virtual int getNumConstraints() const;
168 
169  virtual btTypedConstraint* getConstraint(int index) ;
170 
171  virtual const btTypedConstraint* getConstraint(int index) const;
172 
173 
175  {
177  }
178 
180  virtual void clearForces();
181 
183  virtual void applyGravity();
184 
185  virtual void setNumTasks(int numTasks)
186  {
187  (void) numTasks;
188  }
189 
191  virtual void updateVehicles(btScalar timeStep)
192  {
193  updateActions(timeStep);
194  }
195 
197  virtual void addVehicle(btActionInterface* vehicle);
199  virtual void removeVehicle(btActionInterface* vehicle);
201  virtual void addCharacter(btActionInterface* character);
203  virtual void removeCharacter(btActionInterface* character);
204 
205  void setSynchronizeAllMotionStates(bool synchronizeAll)
206  {
207  m_synchronizeAllMotionStates = synchronizeAll;
208  }
210  {
211  return m_synchronizeAllMotionStates;
212  }
213 
215  {
216  m_applySpeculativeContactRestitution = enable;
217  }
218 
220  {
221  return m_applySpeculativeContactRestitution;
222  }
223 
225  virtual void serialize(btSerializer* serializer);
226 
229  void setLatencyMotionStateInterpolation(bool latencyInterpolation )
230  {
231  m_latencyMotionStateInterpolation = latencyInterpolation;
232  }
234  {
235  return m_latencyMotionStateInterpolation;
236  }
237 };
238 
239 #endif //BT_DISCRETE_DYNAMICS_WORLD_H
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
btSimulationIslandManager * m_islandManager
btAlignedObjectArray< btRigidBody * > m_nonStaticRigidBodies
void setSynchronizeAllMotionStates(bool synchronizeAll)
btAlignedObjectArray< btTypedConstraint * > m_sortedConstraints
btDiscreteDynamicsWorld provides discrete rigid body simulation those classes replace the obsolete Cc...
SimulationIslandManager creates and handles simulation islands, using btUnionFind.
The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size...
btAlignedObjectArray< btActionInterface * > m_actions
btSimulationIslandManager * getSimulationIslandManager()
virtual void updateVehicles(btScalar timeStep)
obsolete, use updateActions instead
btSpinMutex – lightweight spin-mutex implemented with atomic ops, never puts a thread to sleep becau...
Definition: btThreads.h:47
Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWor...
The btOverlappingPairCache provides an interface for overlapping pair management (add, remove, storage), used by the btBroadphaseInterface broadphases.
btCollisionWorld * getCollisionWorld()
bool getLatencyMotionStateInterpolation() const
btCollisionObject can be used to manage collision detection objects.
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:29
btAlignedObjectArray< btPersistentManifold * > m_predictiveManifolds
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:62
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs...
bool getApplySpeculativeContactRestitution() const
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:82
CollisionWorld is interface and container for the collision detection.
virtual btDynamicsWorldType getWorldType() const
TypedConstraint is the baseclass for Bullet constraints and vehicles.
virtual void setNumTasks(int numTasks)
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition: btScalar.h:403
btDynamicsWorldType
InplaceSolverIslandCallback * m_solverIslandCallback
const btSimulationIslandManager * getSimulationIslandManager() const
btConstraintSolver * m_constraintSolver
void setApplySpeculativeContactRestitution(bool enable)
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
Definition: btDispatcher.h:77
void setLatencyMotionStateInterpolation(bool latencyInterpolation)
Interpolate motion state between previous and current transform, instead of current and next transfor...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292
btAlignedObjectArray< btTypedConstraint * > m_constraints