/* * 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" ATTRIBUTE_ALIGNED16(class) ThreadSafeDynamicsWorld : public btDiscreteDynamicsWorld { public: BT_DECLARE_ALIGNED_ALLOCATOR(); ThreadSafeDynamicsWorld( btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration); // virtual overrides from btDiscreteDynamicsWorld int stepSimulation( btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); void synchronizeMotionStates(); // 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; } VectorOfMotionStates& getChangedMotionStates() { return _changedMotionStates; } private: VectorOfMotionStates _changedMotionStates; }; #endif // hifi_ThreadSafeDynamicsWorld_h