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 	BT_GPU_DYNAMICS_WORLD=5,
38     BT_SOFT_MULTIBODY_DYNAMICS_WORLD=6
39 };
40 
41 ///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
42 class btDynamicsWorld : public btCollisionWorld
43 {
44 
45 protected:
46 		btInternalTickCallback m_internalTickCallback;
47 		btInternalTickCallback m_internalPreTickCallback;
48 		void*	m_worldUserInfo;
49 
50 		btContactSolverInfo	m_solverInfo;
51 
52 public:
53 
54 
btDynamicsWorld(btDispatcher * dispatcher,btBroadphaseInterface * broadphase,btCollisionConfiguration * collisionConfiguration)55 		btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
56 		:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
57 		{
58 		}
59 
~btDynamicsWorld()60 		virtual ~btDynamicsWorld()
61 		{
62 		}
63 
64 		///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
65 		///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
66 		///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
67 		///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.
68 		virtual int		stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
69 
70 		virtual void	debugDrawWorld() = 0;
71 
72 		virtual void	addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
73 		{
74 			(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
75 		}
76 
removeConstraint(btTypedConstraint * constraint)77 		virtual void	removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
78 
79 		virtual void	addAction(btActionInterface* action) = 0;
80 
81 		virtual void	removeAction(btActionInterface* action) = 0;
82 
83 		//once a rigidbody is added to the dynamics world, it will get this gravity assigned
84 		//existing rigidbodies in the world get gravity assigned too, during this method
85 		virtual void	setGravity(const btVector3& gravity) = 0;
86 		virtual btVector3 getGravity () const = 0;
87 
88 		virtual void	synchronizeMotionStates() = 0;
89 
90 		virtual void	addRigidBody(btRigidBody* body) = 0;
91 
92 		virtual void	addRigidBody(btRigidBody* body, int group, int mask) = 0;
93 
94 		virtual void	removeRigidBody(btRigidBody* body) = 0;
95 
96 		virtual void	setConstraintSolver(btConstraintSolver* solver) = 0;
97 
98 		virtual btConstraintSolver* getConstraintSolver() = 0;
99 
getNumConstraints()100 		virtual	int		getNumConstraints() const {	return 0;		}
101 
getConstraint(int index)102 		virtual btTypedConstraint* getConstraint(int index)		{	(void)index;		return 0;		}
103 
getConstraint(int index)104 		virtual const btTypedConstraint* getConstraint(int index) const	{	(void)index;	return 0;	}
105 
106 		virtual btDynamicsWorldType	getWorldType() const=0;
107 
108 		virtual void	clearForces() = 0;
109 
110 		/// Set the callback for when an internal tick (simulation substep) happens, optional user info
111 		void setInternalTickCallback(btInternalTickCallback cb,	void* worldUserInfo=0,bool isPreTick=false)
112 		{
113 			if (isPreTick)
114 			{
115 				m_internalPreTickCallback = cb;
116 			} else
117 			{
118 				m_internalTickCallback = cb;
119 			}
120 			m_worldUserInfo = worldUserInfo;
121 		}
122 
setWorldUserInfo(void * worldUserInfo)123 		void	setWorldUserInfo(void* worldUserInfo)
124 		{
125 			m_worldUserInfo = worldUserInfo;
126 		}
127 
getWorldUserInfo()128 		void*	getWorldUserInfo() const
129 		{
130 			return m_worldUserInfo;
131 		}
132 
getSolverInfo()133 		btContactSolverInfo& getSolverInfo()
134 		{
135 			return m_solverInfo;
136 		}
137 
138 
139 		///obsolete, use addAction instead.
addVehicle(btActionInterface * vehicle)140 		virtual void	addVehicle(btActionInterface* vehicle) {(void)vehicle;}
141 		///obsolete, use removeAction instead
removeVehicle(btActionInterface * vehicle)142 		virtual void	removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
143 		///obsolete, use addAction instead.
addCharacter(btActionInterface * character)144 		virtual void	addCharacter(btActionInterface* character) {(void)character;}
145 		///obsolete, use removeAction instead
removeCharacter(btActionInterface * character)146 		virtual void	removeCharacter(btActionInterface* character) {(void)character;}
147 
148 
149 };
150 
151 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
152 struct btDynamicsWorldDoubleData
153 {
154 	btContactSolverInfoDoubleData	m_solverInfo;
155 	btVector3DoubleData	m_gravity;
156 };
157 
158 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
159 struct btDynamicsWorldFloatData
160 {
161 	btContactSolverInfoFloatData	m_solverInfo;
162 	btVector3FloatData	m_gravity;
163 };
164 
165 
166 #endif //BT_DYNAMICS_WORLD_H
167 
168 
169