// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2010 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id$ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "BulletDomain.h" #include "common/debug.h" #ifdef HAVE_BULLET #include "btBulletCollisionCommon.h" #endif // HAVE_BULLET #include static const bool debug_flag = false; BulletDomain::BulletDomain() { #ifdef HAVE_BULLET // collision configuration contains default setup for memory, // collision setup. Advanced users can create their own configuration. m_collisionConfiguration = new btDefaultCollisionConfiguration(); // use the default collision dispatcher. For parallel processing you can // use a diffent dispatcher (see Extras/BulletMultiThreaded) m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); // btDbvtBroadphase is a good general purpose broadphase. // You can also try out btAxis3Sweep. btVector3 worldAabbMin(-1000,-1000,-1000); btVector3 worldAabbMax(1000,1000,1000); m_overlappingPairCache = new btAxisSweep3(worldAabbMin, worldAabbMax); // the default constraint solver. For parallel processing you can use a // different solver (see Extras/BulletMultiThreaded) // No need for constraint solver without dynamics // btSequentialImpulseConstraintSolver* solver = // new btSequentialImpulseConstraintSolver; m_collisionWorld = new btCollisionWorld(m_dispatcher, m_overlappingPairCache, m_collisionConfiguration); // No gravity in collision world // collisionWorld->setGravity(btVector3(0,-10,0)); #endif // HAVE_BULLET } BulletDomain::~BulletDomain() { } float BulletDomain::constrainHeight(LocatedEntity * parent, const Point3D & pos, const std::string & mode) { return Domain::constrainHeight(parent, pos, mode); } void BulletDomain::tick(double t) { }