/* * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2009 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. * * Copied and modified from btDiscreteDynamicsWorld.h by AndrewMeadows on 2014.11.12. * */ #ifndef hifi_ThreadSafeDynamicsWorld_h #define hifi_ThreadSafeDynamicsWorld_h #include #include #include "ObjectMotionState.h" #include using SubStepCallback = std::function; ATTRIBUTE_ALIGNED16(class) ThreadSafeDynamicsWorld : public btDiscreteDynamicsWorld { public: BT_DECLARE_ALIGNED_ALLOCATOR(); ThreadSafeDynamicsWorld( btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration); int getNumSubsteps() const { return _numSubsteps; } int stepSimulationWithSubstepCallback(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.)/btScalar(60.), SubStepCallback onSubStep = []() { }); virtual void synchronizeMotionStates() override; virtual void saveKinematicState(btScalar timeStep) override; // btDiscreteDynamicsWorld::m_localTime is the portion of real-time that has not yet been simulated // but is used for MotionState::setWorldTransform() extrapolation (a feature that Bullet uses to provide // smoother rendering of objects when the physics simulation loop is ansynchronous to the render loop). float getLocalTimeAccumulation() const { return m_localTime; } const VectorOfMotionStates& getChangedMotionStates() const { return _changedMotionStates; } const VectorOfMotionStates& getDeactivatedMotionStates() const { return _deactivatedStates; } void addChangedMotionState(ObjectMotionState* motionState) { _changedMotionStates.push_back(motionState); } virtual void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color) override; private: // call this instead of non-virtual btDiscreteDynamicsWorld::synchronizeSingleMotionState() void synchronizeMotionState(btRigidBody* body); void drawConnectedSpheres(btIDebugDraw* drawer, btScalar radius1, btScalar radius2, const btVector3& position1, const btVector3& position2, const btVector3& color); VectorOfMotionStates _changedMotionStates; VectorOfMotionStates _deactivatedStates; SetOfMotionStates _activeStates; SetOfMotionStates _lastActiveStates; int _numSubsteps { 0 }; }; #endif // hifi_ThreadSafeDynamicsWorld_h