/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 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. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef BT_DISCRETE_DYNAMICS_WORLD_H #define BT_DISCRETE_DYNAMICS_WORLD_H #include "btDynamicsWorld.h" class btCollisionDispatcher; class btOverlappingPairCache; class btSequentialImpulseConstraintSolver; class btSimulationIslandManager; class btTypedConstraint; class btActionInterface; class btPersistentManifold; struct InplaceSolverIslandCallback; #include "../../LinearMath/btAlignedObjectArray.h" #include "../../LinearMath/btThreads.h" ///btDiscreteDynamicsWorld provides discrete rigid body simulation ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorld : public btDynamicsWorld { protected: btAlignedObjectArray m_sortedConstraints; InplaceSolverIslandCallback* m_solverIslandCallback; btSequentialImpulseConstraintSolver* m_constraintSolver; btSimulationIslandManager* m_islandManager; btAlignedObjectArray m_constraints; btAlignedObjectArray m_nonStaticRigidBodies; btVector3 m_gravity; //for variable timesteps btScalar m_localTime; btScalar m_fixedTimeStep; //for variable timesteps bool m_ownsIslandManager; bool m_ownsConstraintSolver; bool m_synchronizeAllMotionStates; bool m_applySpeculativeContactRestitution; btAlignedObjectArray m_actions; int m_profileTimings; bool m_latencyMotionStateInterpolation; btAlignedObjectArray m_predictiveManifolds; btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts virtual void predictUnconstraintMotion(btScalar timeStep); void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel virtual void integrateTransforms(btScalar timeStep); virtual void calculateSimulationIslands(); virtual void updateActivationState(btScalar timeStep); void updateActions(btScalar timeStep); void startProfiling(btScalar timeStep); void internalSingleStepSimulation(btScalar timeStep); void releasePredictiveContacts(); void createPredictiveContactsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel virtual void createPredictiveContacts(btScalar timeStep); virtual void saveKinematicState(btScalar timeStep); public: BT_DECLARE_ALIGNED_ALLOCATOR(); btDiscreteDynamicsWorld() {} ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those void setup(btCollisionDispatcher* dispatcher, btBroadphaseInterface* pairCache, btSequentialImpulseConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration); virtual ~btDiscreteDynamicsWorld(); ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.)); void solveConstraints(btContactSolverInfo & solverInfo); virtual void synchronizeMotionStates(); ///this can be useful to synchronize a single rigid body -> graphics object void synchronizeSingleMotionState(btRigidBody * body); virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false); virtual void removeConstraint(btTypedConstraint * constraint); virtual void addAction(btActionInterface*); virtual void removeAction(btActionInterface*); btSimulationIslandManager* getSimulationIslandManager() { return m_islandManager; } const btSimulationIslandManager* getSimulationIslandManager() const { return m_islandManager; } btCollisionWorld* getCollisionWorld() { return this; } virtual void setGravity(const btVector3& gravity); virtual btVector3 getGravity() const; virtual void addCollisionObject(btCollisionObject * collisionObject, int collisionFilterGroup = btBroadphaseProxy::StaticFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter); virtual void addRigidBody(btRigidBody * body); virtual void addRigidBody(btRigidBody * body, int group, int mask); virtual void removeRigidBody(btRigidBody * body); ///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject virtual void removeCollisionObject(btCollisionObject * collisionObject); virtual void setConstraintSolver(btSequentialImpulseConstraintSolver* solver); virtual btSequentialImpulseConstraintSolver* getConstraintSolver(); virtual int getNumConstraints() const; virtual btTypedConstraint* getConstraint(int index); virtual const btTypedConstraint* getConstraint(int index) const; virtual btDynamicsWorldType getWorldType() const { return BT_DISCRETE_DYNAMICS_WORLD; } ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. virtual void clearForces(); ///apply gravity, call this once per timestep virtual void applyGravity(); virtual void setNumTasks(int numTasks) { (void)numTasks; } ///obsolete, use updateActions instead virtual void updateVehicles(btScalar timeStep) { updateActions(timeStep); } ///obsolete, use addAction instead virtual void addVehicle(btActionInterface * vehicle); ///obsolete, use removeAction instead virtual void removeVehicle(btActionInterface * vehicle); ///obsolete, use addAction instead virtual void addCharacter(btActionInterface * character); ///obsolete, use removeAction instead virtual void removeCharacter(btActionInterface * character); void setSynchronizeAllMotionStates(bool synchronizeAll) { m_synchronizeAllMotionStates = synchronizeAll; } bool getSynchronizeAllMotionStates() const { return m_synchronizeAllMotionStates; } void setApplySpeculativeContactRestitution(bool enable) { m_applySpeculativeContactRestitution = enable; } bool getApplySpeculativeContactRestitution() const { return m_applySpeculativeContactRestitution; } ///Interpolate motion state between previous and current transform, instead of current and next transform. ///This can relieve discontinuities in the rendering, due to penetrations void setLatencyMotionStateInterpolation(bool latencyInterpolation) { m_latencyMotionStateInterpolation = latencyInterpolation; } bool getLatencyMotionStateInterpolation() const { return m_latencyMotionStateInterpolation; } btAlignedObjectArray& getNonStaticRigidBodies() { return m_nonStaticRigidBodies; } const btAlignedObjectArray& getNonStaticRigidBodies() const { return m_nonStaticRigidBodies; } }; #endif //BT_DISCRETE_DYNAMICS_WORLD_H