17 #ifndef BT_DISCRETE_DYNAMICS_WORLD_H
18 #define BT_DISCRETE_DYNAMICS_WORLD_H
69 virtual void predictUnconstraintMotion(
btScalar timeStep);
71 virtual void integrateTransforms(
btScalar timeStep);
73 virtual void calculateSimulationIslands();
77 void updateActivationState(
btScalar timeStep);
79 void updateActions(
btScalar timeStep);
81 void startProfiling(
btScalar timeStep);
83 virtual void internalSingleStepSimulation(
btScalar timeStep);
85 void createPredictiveContacts(
btScalar timeStep);
87 virtual void saveKinematicState(
btScalar timeStep);
91 void serializeDynamicsWorldInfo(
btSerializer* serializer);
107 virtual void synchronizeMotionStates();
110 void synchronizeSingleMotionState(
btRigidBody* body);
112 virtual void addConstraint(
btTypedConstraint* constraint,
bool disableCollisionsBetweenLinkedBodies=
false);
122 return m_islandManager;
127 return m_islandManager;
135 virtual void setGravity(
const btVector3& gravity);
143 virtual void addRigidBody(
btRigidBody* body,
short group,
short mask);
153 virtual void debugDrawWorld();
159 virtual int getNumConstraints()
const;
172 virtual void clearForces();
175 virtual void applyGravity();
185 updateActions(timeStep);
199 m_synchronizeAllMotionStates = synchronizeAll;
203 return m_synchronizeAllMotionStates;
208 m_applySpeculativeContactRestitution = enable;
213 return m_applySpeculativeContactRestitution;
221 #endif //BT_DISCRETE_DYNAMICS_WORLD_H