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btDynamicsWorld.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_sdk\src\BulletDynamics\Dynamics\btDynamicsWorld.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_DYNAMICS_WORLD_H #define BT_DYNAMICS_WORLD_H #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" class btTypedConstraint; class btRaycastVehicle; class btConstraintSolver; enum btDynamicsWorldType { BT_SIMPLE_DYNAMICS_WORLD=1, BT_DISCRETE_DYNAMICS_WORLD=2, BT_CONTINUOUS_DYNAMICS_WORLD=3 }; ///btDynamicsWorld is the baseclass for several dynamics implementation, basic, discrete, parallel, and continuous class btDynamicsWorld : public btCollisionWorld { public: btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration) :btCollisionWorld(dispatcher,broadphase,collisionConfiguration) { } virtual ~btDynamicsWorld() { } ///stepSimulation proceeds the simulation over timeStep units ///if maxSubSteps > 0, it will interpolate time steps virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0; virtual void debugDrawWorld() = 0; virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false) { (void)constraint;}; virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}; virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}; virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}; //once a rigidbody is added to the dynamics world, it will get this gravity assigned //existing rigidbodies in the world get gravity assigned too, during this method virtual void setGravity(const btVector3& gravity) = 0; virtual btVector3 getGravity () const = 0; virtual void addRigidBody(btRigidBody* body) = 0; virtual void removeRigidBody(btRigidBody* body) = 0; virtual void setConstraintSolver(btConstraintSolver* solver) = 0; virtual btConstraintSolver* getConstraintSolver() = 0; virtual int getNumConstraints() const { return 0; } virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; } virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; } virtual btDynamicsWorldType getWorldType() const=0; virtual void clearForces() = 0; }; #endif //BT_DYNAMICS_WORLD_H
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