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btDiscreteDynamicsWorld.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_src\BulletDynamics\Dynamics\btDiscreteDynamicsWorld.h
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/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 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. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef BT_DISCRETE_DYNAMICS_WORLD_H #define BT_DISCRETE_DYNAMICS_WORLD_H #include "btDynamicsWorld.h" class btDispatcher; class btOverlappingPairCache; class btConstraintSolver; class btSimulationIslandManager; class btTypedConstraint; #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" class btRaycastVehicle; class btIDebugDraw; #include "LinearMath/btAlignedObjectArray.h" ///btDiscreteDynamicsWorld provides discrete rigid body simulation ///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController class btDiscreteDynamicsWorld : public btDynamicsWorld { protected: btConstraintSolver* m_constraintSolver; btSimulationIslandManager* m_islandManager; btAlignedObjectArray
m_constraints; btVector3 m_gravity; //for variable timesteps btScalar m_localTime; //for variable timesteps bool m_ownsIslandManager; bool m_ownsConstraintSolver; btContactSolverInfo m_solverInfo; btAlignedObjectArray
m_vehicles; int m_profileTimings; virtual void predictUnconstraintMotion(btScalar timeStep); void integrateTransforms(btScalar timeStep); void calculateSimulationIslands(); void solveConstraints(btContactSolverInfo& solverInfo); void updateActivationState(btScalar timeStep); void updateVehicles(btScalar timeStep); void startProfiling(btScalar timeStep); virtual void internalSingleStepSimulation( btScalar timeStep); void synchronizeMotionStates(); void saveKinematicState(btScalar timeStep); void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color); public: ///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); virtual ~btDiscreteDynamicsWorld(); ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); void removeConstraint(btTypedConstraint* constraint); void addVehicle(btRaycastVehicle* vehicle); void removeVehicle(btRaycastVehicle* vehicle); btSimulationIslandManager* getSimulationIslandManager() { return m_islandManager; } const btSimulationIslandManager* getSimulationIslandManager() const { return m_islandManager; } btCollisionWorld* getCollisionWorld() { return this; } virtual void setGravity(const btVector3& gravity); virtual btVector3 getGravity () const; virtual void addRigidBody(btRigidBody* body); virtual void addRigidBody(btRigidBody* body, short group, short mask); virtual void removeRigidBody(btRigidBody* body); void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color); virtual void debugDrawWorld(); virtual void setConstraintSolver(btConstraintSolver* solver); virtual btConstraintSolver* getConstraintSolver(); virtual int getNumConstraints() const; virtual btTypedConstraint* getConstraint(int index) ; virtual const btTypedConstraint* getConstraint(int index) const; btContactSolverInfo& getSolverInfo() { return m_solverInfo; } virtual btDynamicsWorldType getWorldType() const { return BT_DISCRETE_DYNAMICS_WORLD; } ///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep. virtual void clearForces(); ///apply gravity, call this once per timestep virtual void applyGravity(); }; #endif //BT_DISCRETE_DYNAMICS_WORLD_H
btDiscreteDynamicsWorld.h
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