Bullet Collision Detection & Physics Library
btSimpleDynamicsWorld.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_SIMPLE_DYNAMICS_WORLD_H
17#define BT_SIMPLE_DYNAMICS_WORLD_H
18
19#include "btDynamicsWorld.h"
20
21class btDispatcher;
24
28{
29protected:
31
33
35
36 void integrateTransforms(btScalar timeStep);
37
39
40public:
42 btSimpleDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration);
43
44 virtual ~btSimpleDynamicsWorld();
45
47 virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
48
49 virtual void setGravity(const btVector3& gravity);
50
51 virtual btVector3 getGravity() const;
52
53 virtual void addRigidBody(btRigidBody* body);
54
55 virtual void addRigidBody(btRigidBody* body, int group, int mask);
56
57 virtual void removeRigidBody(btRigidBody* body);
58
59 virtual void debugDrawWorld();
60
61 virtual void addAction(btActionInterface* action);
62
63 virtual void removeAction(btActionInterface* action);
64
66 virtual void removeCollisionObject(btCollisionObject* collisionObject);
67
68 virtual void updateAabbs();
69
70 virtual void synchronizeMotionStates();
71
72 virtual void setConstraintSolver(btConstraintSolver* solver);
73
75
77 {
79 }
80
81 virtual void clearForces();
82};
83
84#endif //BT_SIMPLE_DYNAMICS_WORLD_H
btDynamicsWorldType
@ BT_SIMPLE_DYNAMICS_WORLD
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWor...
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs.
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size,...
btCollisionObject can be used to manage collision detection objects.
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
Definition: btDispatcher.h:77
The btDynamicsWorld is the interface class for several dynamics implementation, basic,...
The btOverlappingPairCache provides an interface for overlapping pair management (add,...
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:60
The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics w...
btConstraintSolver * m_constraintSolver
virtual btConstraintSolver * getConstraintSolver()
btSimpleDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
virtual void addRigidBody(btRigidBody *body)
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
virtual void setConstraintSolver(btConstraintSolver *solver)
virtual void synchronizeMotionStates()
virtual void removeAction(btActionInterface *action)
void integrateTransforms(btScalar timeStep)
virtual void removeRigidBody(btRigidBody *body)
virtual btVector3 getGravity() const
void predictUnconstraintMotion(btScalar timeStep)
virtual void setGravity(const btVector3 &gravity)
virtual void addAction(btActionInterface *action)
virtual btDynamicsWorldType getWorldType() const
virtual int stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))
maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld,...
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82