/* * Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz> * * 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.<p> * * By default, Bullet will subdivide the timestep in constant substeps of each * 'fixedTimeStep'.<p> * * In order to keep the simulation real-time, the maximum number of substeps can * be clamped to 'maxSubSteps'.<p> * * 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; } }