527 lines
18 KiB
C
527 lines
18 KiB
C
|
/*
|
||
|
Bullet Continuous Collision Detection and Physics Library
|
||
|
Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
|
||
|
|
||
|
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.
|
||
|
*/
|
||
|
|
||
|
|
||
|
/**
|
||
|
* @mainpage Bullet Documentation
|
||
|
*
|
||
|
* @section intro_sec Introduction
|
||
|
* Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
|
||
|
*
|
||
|
* The main documentation is Bullet_User_Manual.pdf, included in the source code distribution.
|
||
|
* There is the Physics Forum for feedback and general Collision Detection and Physics discussions.
|
||
|
* Please visit http://www.bulletphysics.org
|
||
|
*
|
||
|
* @section install_sec Installation
|
||
|
*
|
||
|
* @subsection step1 Step 1: Download
|
||
|
* You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
|
||
|
*
|
||
|
* @subsection step2 Step 2: Building
|
||
|
* Bullet has multiple build systems, including premake, cmake and autotools. Premake and cmake support all platforms.
|
||
|
* Premake is included in the Bullet/build folder for Windows, Mac OSX and Linux.
|
||
|
* Under Windows you can click on Bullet/build/vs2010.bat to create Microsoft Visual Studio projects.
|
||
|
* On Mac OSX and Linux you can open a terminal and generate Makefile, codeblocks or Xcode4 projects:
|
||
|
* cd Bullet/build
|
||
|
* ./premake4_osx gmake or ./premake4_linux gmake or ./premake4_linux64 gmake or (for Mac) ./premake4_osx xcode4
|
||
|
* cd Bullet/build/gmake
|
||
|
* make
|
||
|
*
|
||
|
* An alternative to premake is cmake. You can download cmake from http://www.cmake.org
|
||
|
* cmake can autogenerate projectfiles for Microsoft Visual Studio, Apple Xcode, KDevelop and Unix Makefiles.
|
||
|
* The easiest is to run the CMake cmake-gui graphical user interface and choose the options and generate projectfiles.
|
||
|
* You can also use cmake in the command-line. Here are some examples for various platforms:
|
||
|
* cmake . -G "Visual Studio 9 2008"
|
||
|
* cmake . -G Xcode
|
||
|
* cmake . -G "Unix Makefiles"
|
||
|
* Although cmake is recommended, you can also use autotools for UNIX: ./autogen.sh ./configure to create a Makefile and then run make.
|
||
|
*
|
||
|
* @subsection step3 Step 3: Testing demos
|
||
|
* Try to run and experiment with BasicDemo executable as a starting point.
|
||
|
* Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector Library or Low Level / Snippets like the GJK Closest Point calculation.
|
||
|
* The Dependencies can be seen in this documentation under Directories
|
||
|
*
|
||
|
* @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
|
||
|
* Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
|
||
|
* Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld.
|
||
|
* @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
|
||
|
* Bullet Collision Detection can also be used without the Dynamics/Extras.
|
||
|
* Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo.
|
||
|
* @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation.
|
||
|
* Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector.
|
||
|
*
|
||
|
* @section copyright Copyright
|
||
|
* For up-to-data information and copyright and contributors list check out the Bullet_User_Manual.pdf
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
#ifndef BT_COLLISION_WORLD_H
|
||
|
#define BT_COLLISION_WORLD_H
|
||
|
|
||
|
class btCollisionShape;
|
||
|
class btConvexShape;
|
||
|
class btBroadphaseInterface;
|
||
|
class btSerializer;
|
||
|
|
||
|
#include "LinearMath/btVector3.h"
|
||
|
#include "LinearMath/btTransform.h"
|
||
|
#include "btCollisionObject.h"
|
||
|
#include "btCollisionDispatcher.h"
|
||
|
#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
|
||
|
#include "LinearMath/btAlignedObjectArray.h"
|
||
|
|
||
|
///CollisionWorld is interface and container for the collision detection
|
||
|
class btCollisionWorld
|
||
|
{
|
||
|
|
||
|
|
||
|
protected:
|
||
|
|
||
|
btAlignedObjectArray<btCollisionObject*> m_collisionObjects;
|
||
|
|
||
|
btDispatcher* m_dispatcher1;
|
||
|
|
||
|
btDispatcherInfo m_dispatchInfo;
|
||
|
|
||
|
btBroadphaseInterface* m_broadphasePairCache;
|
||
|
|
||
|
btIDebugDraw* m_debugDrawer;
|
||
|
|
||
|
///m_forceUpdateAllAabbs can be set to false as an optimization to only update active object AABBs
|
||
|
///it is true by default, because it is error-prone (setting the position of static objects wouldn't update their AABB)
|
||
|
bool m_forceUpdateAllAabbs;
|
||
|
|
||
|
void serializeCollisionObjects(btSerializer* serializer);
|
||
|
|
||
|
public:
|
||
|
|
||
|
//this constructor doesn't own the dispatcher and paircache/broadphase
|
||
|
btCollisionWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphasePairCache, btCollisionConfiguration* collisionConfiguration);
|
||
|
|
||
|
virtual ~btCollisionWorld();
|
||
|
|
||
|
void setBroadphase(btBroadphaseInterface* pairCache)
|
||
|
{
|
||
|
m_broadphasePairCache = pairCache;
|
||
|
}
|
||
|
|
||
|
const btBroadphaseInterface* getBroadphase() const
|
||
|
{
|
||
|
return m_broadphasePairCache;
|
||
|
}
|
||
|
|
||
|
btBroadphaseInterface* getBroadphase()
|
||
|
{
|
||
|
return m_broadphasePairCache;
|
||
|
}
|
||
|
|
||
|
btOverlappingPairCache* getPairCache()
|
||
|
{
|
||
|
return m_broadphasePairCache->getOverlappingPairCache();
|
||
|
}
|
||
|
|
||
|
|
||
|
btDispatcher* getDispatcher()
|
||
|
{
|
||
|
return m_dispatcher1;
|
||
|
}
|
||
|
|
||
|
const btDispatcher* getDispatcher() const
|
||
|
{
|
||
|
return m_dispatcher1;
|
||
|
}
|
||
|
|
||
|
void updateSingleAabb(btCollisionObject* colObj);
|
||
|
|
||
|
virtual void updateAabbs();
|
||
|
|
||
|
///the computeOverlappingPairs is usually already called by performDiscreteCollisionDetection (or stepSimulation)
|
||
|
///it can be useful to use if you perform ray tests without collision detection/simulation
|
||
|
virtual void computeOverlappingPairs();
|
||
|
|
||
|
|
||
|
virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
|
||
|
{
|
||
|
m_debugDrawer = debugDrawer;
|
||
|
}
|
||
|
|
||
|
virtual btIDebugDraw* getDebugDrawer()
|
||
|
{
|
||
|
return m_debugDrawer;
|
||
|
}
|
||
|
|
||
|
virtual void debugDrawWorld();
|
||
|
|
||
|
virtual void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
|
||
|
|
||
|
|
||
|
///LocalShapeInfo gives extra information for complex shapes
|
||
|
///Currently, only btTriangleMeshShape is available, so it just contains triangleIndex and subpart
|
||
|
struct LocalShapeInfo
|
||
|
{
|
||
|
int m_shapePart;
|
||
|
int m_triangleIndex;
|
||
|
|
||
|
//const btCollisionShape* m_shapeTemp;
|
||
|
//const btTransform* m_shapeLocalTransform;
|
||
|
};
|
||
|
|
||
|
struct LocalRayResult
|
||
|
{
|
||
|
LocalRayResult(const btCollisionObject* collisionObject,
|
||
|
LocalShapeInfo* localShapeInfo,
|
||
|
const btVector3& hitNormalLocal,
|
||
|
btScalar hitFraction)
|
||
|
:m_collisionObject(collisionObject),
|
||
|
m_localShapeInfo(localShapeInfo),
|
||
|
m_hitNormalLocal(hitNormalLocal),
|
||
|
m_hitFraction(hitFraction)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
const btCollisionObject* m_collisionObject;
|
||
|
LocalShapeInfo* m_localShapeInfo;
|
||
|
btVector3 m_hitNormalLocal;
|
||
|
btScalar m_hitFraction;
|
||
|
|
||
|
};
|
||
|
|
||
|
///RayResultCallback is used to report new raycast results
|
||
|
struct RayResultCallback
|
||
|
{
|
||
|
btScalar m_closestHitFraction;
|
||
|
const btCollisionObject* m_collisionObject;
|
||
|
short int m_collisionFilterGroup;
|
||
|
short int m_collisionFilterMask;
|
||
|
//@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback.h. Apply any of the EFlags defined there on m_flags here to invoke.
|
||
|
unsigned int m_flags;
|
||
|
|
||
|
virtual ~RayResultCallback()
|
||
|
{
|
||
|
}
|
||
|
bool hasHit() const
|
||
|
{
|
||
|
return (m_collisionObject != 0);
|
||
|
}
|
||
|
|
||
|
RayResultCallback()
|
||
|
:m_closestHitFraction(btScalar(1.)),
|
||
|
m_collisionObject(0),
|
||
|
m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
|
||
|
m_collisionFilterMask(btBroadphaseProxy::AllFilter),
|
||
|
//@BP Mod
|
||
|
m_flags(0)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
|
||
|
{
|
||
|
bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
|
||
|
collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
|
||
|
return collides;
|
||
|
}
|
||
|
|
||
|
|
||
|
virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace) = 0;
|
||
|
};
|
||
|
|
||
|
struct ClosestRayResultCallback : public RayResultCallback
|
||
|
{
|
||
|
ClosestRayResultCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld)
|
||
|
:m_rayFromWorld(rayFromWorld),
|
||
|
m_rayToWorld(rayToWorld)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
|
||
|
btVector3 m_rayToWorld;
|
||
|
|
||
|
btVector3 m_hitNormalWorld;
|
||
|
btVector3 m_hitPointWorld;
|
||
|
|
||
|
virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
|
||
|
{
|
||
|
//caller already does the filter on the m_closestHitFraction
|
||
|
btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
|
||
|
|
||
|
m_closestHitFraction = rayResult.m_hitFraction;
|
||
|
m_collisionObject = rayResult.m_collisionObject;
|
||
|
if (normalInWorldSpace)
|
||
|
{
|
||
|
m_hitNormalWorld = rayResult.m_hitNormalLocal;
|
||
|
} else
|
||
|
{
|
||
|
///need to transform normal into worldspace
|
||
|
m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
|
||
|
}
|
||
|
m_hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
|
||
|
return rayResult.m_hitFraction;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
struct AllHitsRayResultCallback : public RayResultCallback
|
||
|
{
|
||
|
AllHitsRayResultCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld)
|
||
|
:m_rayFromWorld(rayFromWorld),
|
||
|
m_rayToWorld(rayToWorld)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
btAlignedObjectArray<const btCollisionObject*> m_collisionObjects;
|
||
|
|
||
|
btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
|
||
|
btVector3 m_rayToWorld;
|
||
|
|
||
|
btAlignedObjectArray<btVector3> m_hitNormalWorld;
|
||
|
btAlignedObjectArray<btVector3> m_hitPointWorld;
|
||
|
btAlignedObjectArray<btScalar> m_hitFractions;
|
||
|
|
||
|
virtual btScalar addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
|
||
|
{
|
||
|
m_collisionObject = rayResult.m_collisionObject;
|
||
|
m_collisionObjects.push_back(rayResult.m_collisionObject);
|
||
|
btVector3 hitNormalWorld;
|
||
|
if (normalInWorldSpace)
|
||
|
{
|
||
|
hitNormalWorld = rayResult.m_hitNormalLocal;
|
||
|
} else
|
||
|
{
|
||
|
///need to transform normal into worldspace
|
||
|
hitNormalWorld = m_collisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
|
||
|
}
|
||
|
m_hitNormalWorld.push_back(hitNormalWorld);
|
||
|
btVector3 hitPointWorld;
|
||
|
hitPointWorld.setInterpolate3(m_rayFromWorld,m_rayToWorld,rayResult.m_hitFraction);
|
||
|
m_hitPointWorld.push_back(hitPointWorld);
|
||
|
m_hitFractions.push_back(rayResult.m_hitFraction);
|
||
|
return m_closestHitFraction;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
struct LocalConvexResult
|
||
|
{
|
||
|
LocalConvexResult(const btCollisionObject* hitCollisionObject,
|
||
|
LocalShapeInfo* localShapeInfo,
|
||
|
const btVector3& hitNormalLocal,
|
||
|
const btVector3& hitPointLocal,
|
||
|
btScalar hitFraction
|
||
|
)
|
||
|
:m_hitCollisionObject(hitCollisionObject),
|
||
|
m_localShapeInfo(localShapeInfo),
|
||
|
m_hitNormalLocal(hitNormalLocal),
|
||
|
m_hitPointLocal(hitPointLocal),
|
||
|
m_hitFraction(hitFraction)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
const btCollisionObject* m_hitCollisionObject;
|
||
|
LocalShapeInfo* m_localShapeInfo;
|
||
|
btVector3 m_hitNormalLocal;
|
||
|
btVector3 m_hitPointLocal;
|
||
|
btScalar m_hitFraction;
|
||
|
};
|
||
|
|
||
|
///RayResultCallback is used to report new raycast results
|
||
|
struct ConvexResultCallback
|
||
|
{
|
||
|
btScalar m_closestHitFraction;
|
||
|
short int m_collisionFilterGroup;
|
||
|
short int m_collisionFilterMask;
|
||
|
|
||
|
ConvexResultCallback()
|
||
|
:m_closestHitFraction(btScalar(1.)),
|
||
|
m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
|
||
|
m_collisionFilterMask(btBroadphaseProxy::AllFilter)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
virtual ~ConvexResultCallback()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
bool hasHit() const
|
||
|
{
|
||
|
return (m_closestHitFraction < btScalar(1.));
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
|
||
|
{
|
||
|
bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
|
||
|
collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
|
||
|
return collides;
|
||
|
}
|
||
|
|
||
|
virtual btScalar addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) = 0;
|
||
|
};
|
||
|
|
||
|
struct ClosestConvexResultCallback : public ConvexResultCallback
|
||
|
{
|
||
|
ClosestConvexResultCallback(const btVector3& convexFromWorld,const btVector3& convexToWorld)
|
||
|
:m_convexFromWorld(convexFromWorld),
|
||
|
m_convexToWorld(convexToWorld),
|
||
|
m_hitCollisionObject(0)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
btVector3 m_convexFromWorld;//used to calculate hitPointWorld from hitFraction
|
||
|
btVector3 m_convexToWorld;
|
||
|
|
||
|
btVector3 m_hitNormalWorld;
|
||
|
btVector3 m_hitPointWorld;
|
||
|
const btCollisionObject* m_hitCollisionObject;
|
||
|
|
||
|
virtual btScalar addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
|
||
|
{
|
||
|
//caller already does the filter on the m_closestHitFraction
|
||
|
btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
|
||
|
|
||
|
m_closestHitFraction = convexResult.m_hitFraction;
|
||
|
m_hitCollisionObject = convexResult.m_hitCollisionObject;
|
||
|
if (normalInWorldSpace)
|
||
|
{
|
||
|
m_hitNormalWorld = convexResult.m_hitNormalLocal;
|
||
|
} else
|
||
|
{
|
||
|
///need to transform normal into worldspace
|
||
|
m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
|
||
|
}
|
||
|
m_hitPointWorld = convexResult.m_hitPointLocal;
|
||
|
return convexResult.m_hitFraction;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
///ContactResultCallback is used to report contact points
|
||
|
struct ContactResultCallback
|
||
|
{
|
||
|
short int m_collisionFilterGroup;
|
||
|
short int m_collisionFilterMask;
|
||
|
|
||
|
ContactResultCallback()
|
||
|
:m_collisionFilterGroup(btBroadphaseProxy::DefaultFilter),
|
||
|
m_collisionFilterMask(btBroadphaseProxy::AllFilter)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
virtual ~ContactResultCallback()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
|
||
|
{
|
||
|
bool collides = (proxy0->m_collisionFilterGroup & m_collisionFilterMask) != 0;
|
||
|
collides = collides && (m_collisionFilterGroup & proxy0->m_collisionFilterMask);
|
||
|
return collides;
|
||
|
}
|
||
|
|
||
|
virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1) = 0;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
int getNumCollisionObjects() const
|
||
|
{
|
||
|
return int(m_collisionObjects.size());
|
||
|
}
|
||
|
|
||
|
/// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
|
||
|
/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
|
||
|
virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
|
||
|
|
||
|
/// convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
|
||
|
/// This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback.
|
||
|
void convexSweepTest (const btConvexShape* castShape, const btTransform& from, const btTransform& to, ConvexResultCallback& resultCallback, btScalar allowedCcdPenetration = btScalar(0.)) const;
|
||
|
|
||
|
///contactTest performs a discrete collision test between colObj against all objects in the btCollisionWorld, and calls the resultCallback.
|
||
|
///it reports one or more contact points for every overlapping object (including the one with deepest penetration)
|
||
|
void contactTest(btCollisionObject* colObj, ContactResultCallback& resultCallback);
|
||
|
|
||
|
///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
|
||
|
///it reports one or more contact points (including the one with deepest penetration)
|
||
|
void contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback);
|
||
|
|
||
|
|
||
|
/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
|
||
|
/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
|
||
|
/// This allows more customization.
|
||
|
static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
|
||
|
btCollisionObject* collisionObject,
|
||
|
const btCollisionShape* collisionShape,
|
||
|
const btTransform& colObjWorldTransform,
|
||
|
RayResultCallback& resultCallback);
|
||
|
|
||
|
static void rayTestSingleInternal(const btTransform& rayFromTrans,const btTransform& rayToTrans,
|
||
|
const btCollisionObjectWrapper* collisionObjectWrap,
|
||
|
RayResultCallback& resultCallback);
|
||
|
|
||
|
/// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest.
|
||
|
static void objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans,
|
||
|
btCollisionObject* collisionObject,
|
||
|
const btCollisionShape* collisionShape,
|
||
|
const btTransform& colObjWorldTransform,
|
||
|
ConvexResultCallback& resultCallback, btScalar allowedPenetration);
|
||
|
|
||
|
static void objectQuerySingleInternal(const btConvexShape* castShape,const btTransform& convexFromTrans,const btTransform& convexToTrans,
|
||
|
const btCollisionObjectWrapper* colObjWrap,
|
||
|
ConvexResultCallback& resultCallback, btScalar allowedPenetration);
|
||
|
|
||
|
virtual void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter,short int collisionFilterMask=btBroadphaseProxy::AllFilter);
|
||
|
|
||
|
btCollisionObjectArray& getCollisionObjectArray()
|
||
|
{
|
||
|
return m_collisionObjects;
|
||
|
}
|
||
|
|
||
|
const btCollisionObjectArray& getCollisionObjectArray() const
|
||
|
{
|
||
|
return m_collisionObjects;
|
||
|
}
|
||
|
|
||
|
|
||
|
virtual void removeCollisionObject(btCollisionObject* collisionObject);
|
||
|
|
||
|
virtual void performDiscreteCollisionDetection();
|
||
|
|
||
|
btDispatcherInfo& getDispatchInfo()
|
||
|
{
|
||
|
return m_dispatchInfo;
|
||
|
}
|
||
|
|
||
|
const btDispatcherInfo& getDispatchInfo() const
|
||
|
{
|
||
|
return m_dispatchInfo;
|
||
|
}
|
||
|
|
||
|
bool getForceUpdateAllAabbs() const
|
||
|
{
|
||
|
return m_forceUpdateAllAabbs;
|
||
|
}
|
||
|
void setForceUpdateAllAabbs( bool forceUpdateAllAabbs)
|
||
|
{
|
||
|
m_forceUpdateAllAabbs = forceUpdateAllAabbs;
|
||
|
}
|
||
|
|
||
|
///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (Bullet/Demos/SerializeDemo)
|
||
|
virtual void serialize(btSerializer* serializer);
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif //BT_COLLISION_WORLD_H
|