mirror of https://github.com/axmolengine/axmol.git
85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_SIMPLE_DYNAMICS_WORLD_H
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#define BT_SIMPLE_DYNAMICS_WORLD_H
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#include "btDynamicsWorld.h"
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class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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///The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
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///Please use btDiscreteDynamicsWorld instead
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class btSimpleDynamicsWorld : public btDynamicsWorld
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{
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protected:
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btConstraintSolver* m_constraintSolver;
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bool m_ownsConstraintSolver;
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void predictUnconstraintMotion(btScalar timeStep);
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void integrateTransforms(btScalar timeStep);
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btVector3 m_gravity;
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public:
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///this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
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btSimpleDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration);
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virtual ~btSimpleDynamicsWorld();
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///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead
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virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
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virtual void setGravity(const btVector3& gravity);
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virtual btVector3 getGravity() const;
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virtual void addRigidBody(btRigidBody* body);
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virtual void addRigidBody(btRigidBody* body, int group, int mask);
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virtual void removeRigidBody(btRigidBody* body);
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virtual void debugDrawWorld();
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virtual void addAction(btActionInterface* action);
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virtual void removeAction(btActionInterface* action);
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///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
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virtual void removeCollisionObject(btCollisionObject* collisionObject);
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virtual void updateAabbs();
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virtual void synchronizeMotionStates();
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virtual void setConstraintSolver(btConstraintSolver* solver);
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virtual btConstraintSolver* getConstraintSolver();
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virtual btDynamicsWorldType getWorldType() const
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{
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return BT_SIMPLE_DYNAMICS_WORLD;
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}
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virtual void clearForces();
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};
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#endif //BT_SIMPLE_DYNAMICS_WORLD_H
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