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https://github.com/worldforge/cyphesis
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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.
43 lines
1.6 KiB
C++
43 lines
1.6 KiB
C++
/*
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Copyright (C) 2017 Erik Ogenvik
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include "PhysicalWorld.h"
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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PhysicalWorld::PhysicalWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
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: btDiscreteDynamicsWorld(dispatcher, pairCache, constraintSolver, collisionConfiguration)
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{}
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void PhysicalWorld::synchronizeMotionStates()
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{
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//Don't do anything here
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}
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int PhysicalWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
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{
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int steps = btDiscreteDynamicsWorld::stepSimulation(timeStep, maxSubSteps, fixedTimeStep);
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//iterate over all active rigid bodies
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for (int i = 0; i < m_nonStaticRigidBodies.size(); i++) {
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btRigidBody* body = m_nonStaticRigidBodies[i];
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if (body->isActive()) {
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synchronizeSingleMotionState(body);
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}
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}
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return steps;
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}
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