1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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 #ifndef BT_DYNAMICS_WORLD_H
17 #define BT_DYNAMICS_WORLD_H
18 
19 #include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
20 #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
21 
22 class btTypedConstraint;
23 class btActionInterface;
24 class btConstraintSolver;
25 class btDynamicsWorld;
26 
27 
28 /// Type for the callback for each tick
29 typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
30 
31 enum btDynamicsWorldType
32 {
33 	BT_SIMPLE_DYNAMICS_WORLD=1,
34 	BT_DISCRETE_DYNAMICS_WORLD=2,
35 	BT_CONTINUOUS_DYNAMICS_WORLD=3,
36 	BT_SOFT_RIGID_DYNAMICS_WORLD=4
37 };
38 
39 ///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
40 class btDynamicsWorld : public btCollisionWorld
41 {
42 
43 protected:
44 		btInternalTickCallback m_internalTickCallback;
45 		btInternalTickCallback m_internalPreTickCallback;
46 		void*	m_worldUserInfo;
47 
48 		btContactSolverInfo	m_solverInfo;
49 
50 public:
51 
52 
btDynamicsWorld(btDispatcher * dispatcher,btBroadphaseInterface * broadphase,btCollisionConfiguration * collisionConfiguration)53 		btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
54 		:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
55 		{
56 		}
57 
~btDynamicsWorld()58 		virtual ~btDynamicsWorld()
59 		{
60 		}
61 
62 		///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
63 		///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
64 		///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
65 		///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.
66 		virtual int		stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
67 
68 		virtual void	debugDrawWorld() = 0;
69 
70 		virtual void	addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
71 		{
72 			(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
73 		}
74 
removeConstraint(btTypedConstraint * constraint)75 		virtual void	removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
76 
77 		virtual void	addAction(btActionInterface* action) = 0;
78 
79 		virtual void	removeAction(btActionInterface* action) = 0;
80 
81 		//once a rigidbody is added to the dynamics world, it will get this gravity assigned
82 		//existing rigidbodies in the world get gravity assigned too, during this method
83 		virtual void	setGravity(const btVector3& gravity) = 0;
84 		virtual btVector3 getGravity () const = 0;
85 
86 		virtual void	synchronizeMotionStates() = 0;
87 
88 		virtual void	addRigidBody(btRigidBody* body) = 0;
89 
90 		virtual void	addRigidBody(btRigidBody* body, short group, short mask) = 0;
91 
92 		virtual void	removeRigidBody(btRigidBody* body) = 0;
93 
94 		virtual void	setConstraintSolver(btConstraintSolver* solver) = 0;
95 
96 		virtual btConstraintSolver* getConstraintSolver() = 0;
97 
getNumConstraints()98 		virtual	int		getNumConstraints() const {	return 0;		}
99 
getConstraint(int index)100 		virtual btTypedConstraint* getConstraint(int index)		{	(void)index;		return 0;		}
101 
getConstraint(int index)102 		virtual const btTypedConstraint* getConstraint(int index) const	{	(void)index;	return 0;	}
103 
104 		virtual btDynamicsWorldType	getWorldType() const=0;
105 
106 		virtual void	clearForces() = 0;
107 
108 		/// Set the callback for when an internal tick (simulation substep) happens, optional user info
109 		void setInternalTickCallback(btInternalTickCallback cb,	void* worldUserInfo=0,bool isPreTick=false)
110 		{
111 			if (isPreTick)
112 			{
113 				m_internalPreTickCallback = cb;
114 			} else
115 			{
116 				m_internalTickCallback = cb;
117 			}
118 			m_worldUserInfo = worldUserInfo;
119 		}
120 
setWorldUserInfo(void * worldUserInfo)121 		void	setWorldUserInfo(void* worldUserInfo)
122 		{
123 			m_worldUserInfo = worldUserInfo;
124 		}
125 
getWorldUserInfo()126 		void*	getWorldUserInfo() const
127 		{
128 			return m_worldUserInfo;
129 		}
130 
getSolverInfo()131 		btContactSolverInfo& getSolverInfo()
132 		{
133 			return m_solverInfo;
134 		}
135 
136 
137 		///obsolete, use addAction instead.
addVehicle(btActionInterface * vehicle)138 		virtual void	addVehicle(btActionInterface* vehicle) {(void)vehicle;}
139 		///obsolete, use removeAction instead
removeVehicle(btActionInterface * vehicle)140 		virtual void	removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
141 		///obsolete, use addAction instead.
addCharacter(btActionInterface * character)142 		virtual void	addCharacter(btActionInterface* character) {(void)character;}
143 		///obsolete, use removeAction instead
removeCharacter(btActionInterface * character)144 		virtual void	removeCharacter(btActionInterface* character) {(void)character;}
145 
146 
147 };
148 
149 #endif //BT_DYNAMICS_WORLD_H
150 
151 
152