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 
34 
38 {
39 protected:
40 
43 
45 
47 
49 
51 
53 
54  //for variable timesteps
57  //for variable timesteps
58 
63 
65 
67 
69 
71 
72  virtual void predictUnconstraintMotion(btScalar timeStep);
73 
74  virtual void integrateTransforms(btScalar timeStep);
75 
76  virtual void calculateSimulationIslands();
77 
78  virtual void solveConstraints(btContactSolverInfo& solverInfo);
79 
80  virtual void updateActivationState(btScalar timeStep);
81 
82  void updateActions(btScalar timeStep);
83 
84  void startProfiling(btScalar timeStep);
85 
86  virtual void internalSingleStepSimulation( btScalar timeStep);
87 
88  void createPredictiveContacts(btScalar timeStep);
89 
90  virtual void saveKinematicState(btScalar timeStep);
91 
92  void serializeRigidBodies(btSerializer* serializer);
93 
94  void serializeDynamicsWorldInfo(btSerializer* serializer);
95 
96 public:
97 
98 
100 
102  btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
103 
104  virtual ~btDiscreteDynamicsWorld();
105 
107  virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
108 
109 
110  virtual void synchronizeMotionStates();
111 
113  void synchronizeSingleMotionState(btRigidBody* body);
114 
115  virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
116 
117  virtual void removeConstraint(btTypedConstraint* constraint);
118 
119  virtual void addAction(btActionInterface*);
120 
121  virtual void removeAction(btActionInterface*);
122 
124  {
125  return m_islandManager;
126  }
127 
129  {
130  return m_islandManager;
131  }
132 
134  {
135  return this;
136  }
137 
138  virtual void setGravity(const btVector3& gravity);
139 
140  virtual btVector3 getGravity () const;
141 
142  virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::StaticFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
143 
144  virtual void addRigidBody(btRigidBody* body);
145 
146  virtual void addRigidBody(btRigidBody* body, short group, short mask);
147 
148  virtual void removeRigidBody(btRigidBody* body);
149 
151  virtual void removeCollisionObject(btCollisionObject* collisionObject);
152 
153 
154  void debugDrawConstraint(btTypedConstraint* constraint);
155 
156  virtual void debugDrawWorld();
157 
158  virtual void setConstraintSolver(btConstraintSolver* solver);
159 
160  virtual btConstraintSolver* getConstraintSolver();
161 
162  virtual int getNumConstraints() const;
163 
164  virtual btTypedConstraint* getConstraint(int index) ;
165 
166  virtual const btTypedConstraint* getConstraint(int index) const;
167 
168 
170  {
172  }
173 
175  virtual void clearForces();
176 
178  virtual void applyGravity();
179 
180  virtual void setNumTasks(int numTasks)
181  {
182  (void) numTasks;
183  }
184 
186  virtual void updateVehicles(btScalar timeStep)
187  {
188  updateActions(timeStep);
189  }
190 
192  virtual void addVehicle(btActionInterface* vehicle);
194  virtual void removeVehicle(btActionInterface* vehicle);
196  virtual void addCharacter(btActionInterface* character);
198  virtual void removeCharacter(btActionInterface* character);
199 
200  void setSynchronizeAllMotionStates(bool synchronizeAll)
201  {
202  m_synchronizeAllMotionStates = synchronizeAll;
203  }
205  {
206  return m_synchronizeAllMotionStates;
207  }
208 
210  {
211  m_applySpeculativeContactRestitution = enable;
212  }
213 
215  {
216  return m_applySpeculativeContactRestitution;
217  }
218 
220  virtual void serialize(btSerializer* serializer);
221 
224  void setLatencyMotionStateInterpolation(bool latencyInterpolation )
225  {
226  m_latencyMotionStateInterpolation = latencyInterpolation;
227  }
229  {
230  return m_latencyMotionStateInterpolation;
231  }
232 };
233 
234 #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
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:28
btAlignedObjectArray< btPersistentManifold * > m_predictiveManifolds
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:59
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:59
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:357
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:69
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:266
btAlignedObjectArray< btTypedConstraint * > m_constraints