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/*
 * Java port of Bullet (c) 2008 Martin Dvorak 
 *
 * Bullet Continuous Collision Detection and Physics Library
 * Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
 *
 * 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.
 */

package com.bulletphysics.dynamics;

import com.bulletphysics.collision.broadphase.BroadphaseInterface;
import com.bulletphysics.collision.broadphase.Dispatcher;
import com.bulletphysics.collision.dispatch.CollisionConfiguration;
import com.bulletphysics.collision.dispatch.CollisionWorld;
import com.bulletphysics.dynamics.constraintsolver.ConstraintSolver;
import com.bulletphysics.dynamics.constraintsolver.ContactSolverInfo;
import com.bulletphysics.dynamics.constraintsolver.TypedConstraint;
import com.bulletphysics.dynamics.vehicle.RaycastVehicle;
import javax.vecmath.Vector3f;

/**
 * DynamicsWorld is the interface class for several dynamics implementation,
 * basic, discrete, parallel, and continuous etc.
 * 
 * @author jezek2
 */
public abstract class DynamicsWorld extends CollisionWorld {

	protected InternalTickCallback internalTickCallback;
	protected Object worldUserInfo;
	
	protected final ContactSolverInfo solverInfo = new ContactSolverInfo();
	
	public DynamicsWorld(Dispatcher dispatcher, BroadphaseInterface broadphasePairCache, CollisionConfiguration collisionConfiguration) {
		super(dispatcher, broadphasePairCache, collisionConfiguration);
	}

	public final int stepSimulation(float timeStep) {
		return stepSimulation(timeStep, 1, 1f / 60f);
	}

	public final int stepSimulation(float timeStep, int maxSubSteps) {
		return stepSimulation(timeStep, maxSubSteps, 1f / 60f);
	}

	/**
	 * Proceeds the simulation over 'timeStep', units in preferably in seconds.

* * By default, Bullet will subdivide the timestep in constant substeps of each * 'fixedTimeStep'.

* * In order to keep the simulation real-time, the maximum number of substeps can * be clamped to 'maxSubSteps'.

* * You can disable subdividing the timestep/substepping by passing maxSubSteps=0 * as second argument to stepSimulation, but in that case you have to keep the * timeStep constant. */ public abstract int stepSimulation(float timeStep, int maxSubSteps, float fixedTimeStep); public abstract void debugDrawWorld(); public final void addConstraint(TypedConstraint constraint) { addConstraint(constraint, false); } public void addConstraint(TypedConstraint constraint, boolean disableCollisionsBetweenLinkedBodies) { } public void removeConstraint(TypedConstraint constraint) { } public void addAction(ActionInterface action) { } public void removeAction(ActionInterface action) { } public void addVehicle(RaycastVehicle vehicle) { } public void removeVehicle(RaycastVehicle 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. */ public abstract void setGravity(Vector3f gravity); public abstract Vector3f getGravity(Vector3f out); public abstract void addRigidBody(RigidBody body); public abstract void removeRigidBody(RigidBody body); public abstract void setConstraintSolver(ConstraintSolver solver); public abstract ConstraintSolver getConstraintSolver(); public int getNumConstraints() { return 0; } public TypedConstraint getConstraint(int index) { return null; } // JAVA NOTE: not part of the original api public int getNumActions() { return 0; } // JAVA NOTE: not part of the original api public ActionInterface getAction(int index) { return null; } public abstract DynamicsWorldType getWorldType(); public abstract void clearForces(); /** * Set the callback for when an internal tick (simulation substep) happens, optional user info. */ public void setInternalTickCallback(InternalTickCallback cb, Object worldUserInfo) { this.internalTickCallback = cb; this.worldUserInfo = worldUserInfo; } public void setWorldUserInfo(Object worldUserInfo) { this.worldUserInfo = worldUserInfo; } public Object getWorldUserInfo() { return worldUserInfo; } public ContactSolverInfo getSolverInfo() { return solverInfo; } }





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