/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 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_SOFT_RIGID_DYNAMICS_WORLD_H #define BT_SOFT_RIGID_DYNAMICS_WORLD_H #include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h" #include "btSoftBody.h" typedef btAlignedObjectArray btSoftBodyArray; class btSoftRigidDynamicsWorld : public btDiscreteDynamicsWorld { btSoftBodyArray m_softBodies; int m_drawFlags; bool m_drawNodeTree; bool m_drawFaceTree; bool m_drawClusterTree; btSoftBodyWorldInfo m_sbi; protected: virtual void predictUnconstraintMotion(btScalar timeStep); virtual void internalSingleStepSimulation( btScalar timeStep); void updateSoftBodies(); void solveSoftBodiesConstraints(); public: btSoftRigidDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration); virtual ~btSoftRigidDynamicsWorld(); virtual void debugDrawWorld(); void addSoftBody(btSoftBody* body); void removeSoftBody(btSoftBody* body); int getDrawFlags() const { return(m_drawFlags); } void setDrawFlags(int f) { m_drawFlags=f; } btSoftBodyWorldInfo& getWorldInfo() { return m_sbi; } const btSoftBodyWorldInfo& getWorldInfo() const { return m_sbi; } btSoftBodyArray& getSoftBodyArray() { return m_softBodies; } const btSoftBodyArray& getSoftBodyArray() const { return m_softBodies; } virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; /// 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); }; #endif //BT_SOFT_RIGID_DYNAMICS_WORLD_H