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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2007 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_CONTINUOUS_DYNAMICS_WORLD_H
- #define BT_CONTINUOUS_DYNAMICS_WORLD_H
- #include "btDiscreteDynamicsWorld.h"
- ///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld.
- ///This copes with fast moving objects that otherwise would tunnel/miss collisions.
- ///Under construction, don't use yet! Please use btDiscreteDynamicsWorld instead.
- class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld
- {
- void updateTemporalAabbs(btScalar timeStep);
- public:
- btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
- virtual ~btContinuousDynamicsWorld();
-
- ///time stepping with calculation of time of impact for selected fast moving objects
- virtual void internalSingleStepSimulation( btScalar timeStep);
- virtual void calculateTimeOfImpacts(btScalar timeStep);
- virtual btDynamicsWorldType getWorldType() const
- {
- return BT_CONTINUOUS_DYNAMICS_WORLD;
- }
- };
- #endif //BT_CONTINUOUS_DYNAMICS_WORLD_H
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