cyphesis/rules/simulation/PhysicalWorld.cpp
Erik Ogenvik e85f0831b2 Restructure rule classes.
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00

43 lines
1.6 KiB
C++

/*
Copyright (C) 2017 Erik Ogenvik
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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "PhysicalWorld.h"
#include <BulletDynamics/Dynamics/btRigidBody.h>
PhysicalWorld::PhysicalWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration)
{}
void PhysicalWorld::synchronizeMotionStates()
{
//Don't do anything here
}
int PhysicalWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
{
int steps = btDiscreteDynamicsWorld::stepSimulation(timeStep, maxSubSteps, fixedTimeStep);
//iterate over all active rigid bodies
for (int i = 0; i < m_nonStaticRigidBodies.size(); i++) {
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body->isActive()) {
synchronizeSingleMotionState(body);
}
}
return steps;
}