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Copyright (C) 2007 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IVARIA_BULLET_H__
#define __CS_IVARIA_BULLET_H__
/**\file
* Bullet-specific interfaces
*/
#include "csutil/scf_interface.h"
#include "iutil/objreg.h"
#include "iengine/mesh.h"
#include "iengine/engine.h"
#include "imesh/genmesh.h"
#include "csgeom/tri.h"
#include "cstool/primitives.h"
struct iView;
struct iRigidBody;
struct csLockedHeightData;
struct iTerrainCell;
struct iTerrainSystem;
namespace CS
{
namespace Physics
{
namespace Bullet
{
struct iKinematicCallback;
struct iSoftBody;
struct iPivotJoint;
struct iTerrainCollider;
/**
* The type of a Bullet's collider.
*/
enum BodyType
{
UNDEFINED_BODY = 0, /*!< Undefined body type. */
RIGID_BODY, /*!< The body is a rigid body. */
SOFT_BODY, /*!< The body is a soft body. */
TERRAIN /*!< The body is a terrain collider. */
};
/**
* A generic body in Bullet's dynamic simulation
*/
struct iBody : public virtual iBase
{
SCF_INTERFACE(CS::Physics::Bullet::iBody, 1, 0, 0);
/// Return the type of this body
virtual BodyType GetType () const = 0;
/**
* Query the iRigidBody interface of this body. It returns null if the
* interface is not valid, ie GetType() is not CS::Physics::Bullet::RIGID_BODY.
*/
virtual ::iRigidBody* QueryRigidBody () = 0;
/**
* Query the CS::Physics::Bullet::iSoftBody interface of this body. It returns null if the
* interface is not valid, ie GetType() is not CS::Physics::Bullet::SOFT_BODY.
*/
virtual iSoftBody* QuerySoftBody () = 0;
/**
* Query the CS::Physics::Bullet::iTerrainCollider interface of this body. It returns null if the
* interface is not valid, ie GetType() is not CS::Physics::Bullet::TERRAIN.
*/
virtual iTerrainCollider* QueryTerrainCollider () = 0;
};
/**
* Return structure for the CS::Physics::Bullet::iDynamicSystem::HitBeam() routine. It returns
* whether a rigid body, a soft body or a physical terrain collider has been hit.
* \sa csHitBeamResult csSectorHitBeamResult
*/
struct HitBeamResult
{
HitBeamResult ()
: hasHit (false), body (0), isect (0.0f), normal (0.0f), vertexIndex (0)
{}
/**
* Whether the beam has hit a body or not.
*/
bool hasHit;
/**
* The resulting body that was hit, or 0 if no body was hit.
*/
iBody* body;
/**
* Intersection point in world space.
*/
csVector3 isect;
/**
* Normal to the surface of the body at the intersection point.
*/
csVector3 normal;
/**
* The index of the closest vertex of the soft body to be hit. This is only valid
* if it is a soft body which is hit.
*/
size_t vertexIndex;
};
/**
* The debug modes to be used with CS::Physics::Bullet::iDynamicSystem::DebugDraw().
*/
enum DebugMode
{
DEBUG_NOTHING = 0, /*!< Nothing will be displayed. */
DEBUG_COLLIDERS = 1, /*!< Display the colliders of the bodies. */
DEBUG_AABB = 2, /*!< Display the axis aligned bounding boxes of the bodies. */
DEBUG_JOINTS = 4 /*!< Display the joint positions and limits. */
};
/**
* The mode of duplication used for the faces of the mesh. That is, if the mesh is double sided,
* and whether the vertices and triangles that are duplicated are interleaved or contiguous.
*/
enum MeshDuplicationMode
{
MESH_DUPLICATION_NONE = 0, /*!< The faces of the mesh are not double sided, i.e. the vertices and
triangles are not duplicated. */
MESH_DUPLICATION_INTERLEAVED, /*!< The faces of the mesh are double sided, and the duplicated vertices
and triangles are interleaved with the original ones. */
MESH_DUPLICATION_CONTIGUOUS /*!< The faces of the mesh are double sided, and the duplicated vertices
and triangles are packed contiguously at the end of their buffer. */
};
/**
* The Bullet implementation of iDynamicSystem also implements this
* interface.
* \sa iDynamicSystem iODEDynamicSystemState
*/
struct iDynamicSystem : public virtual iBase
{
SCF_INTERFACE(CS::Physics::Bullet::iDynamicSystem, 4, 0, 0);
/**
* Draw the debug informations of the dynamic system. This has to be called
* at each frame, and will add 2D lines on top of the rendered scene. The
* objects to be displayed are defined by SetDebugMode().
*/
virtual void DebugDraw (iView* rview) = 0;
/**
* Follow a beam from start to end and return the first body that is hit.
* \return True if a body was hit, false otherwise.
* \sa HitBeamResult iMeshWrapper::HitBeam() iSector::HitBeam()
* iSector::HitBeamPortals()
*/
virtual HitBeamResult HitBeam (const csVector3 &start,
const csVector3 &end) = 0;
/**
* Set the internal scale to be applied to the whole dynamic world. Use this
* to put back the range of dimensions you use for your objects to the one
* Bullet was designed for.
*
* Bullet does not work well if the dimensions of your objects are smaller
* than 0.1 to 1.0 units or bigger than 10 to 100 units. Use this method to
* fix the problem.
*
* \warning You have to call this method before adding any objects in the
* dynamic world, otherwise the objects won't have the same scale.
*/
virtual void SetInternalScale (float scale) = 0;
/**
* Set the parameters of the constraint solver. Use this if you want to find a
* compromise between accuracy of the simulation and performance cost.
* \param timeStep The internal, constant, time step of the simulation, in seconds.
* A smaller value gives better accuracy. Default value is 1/60 s (ie 0.0166 s).
* \param maxSteps Maximum number of steps that Bullet is allowed to take each
* time you call iDynamicSystem::Step(). If you pass a very small time step as
* the first parameter, then you must increase the number of maxSteps to
* compensate for this, otherwise your simulation is 'losing' time. Default value
* is 1. If you pass maxSteps=0 to the function, then it will assume a variable
* tick rate. Don't do it.
* \param iterations Number of iterations of the constraint solver. A reasonable
* range of iterations is from 4 (low quality, good performance) to 20 (good
* quality, less but still reasonable performance). Default value is 10.
*/
virtual void SetStepParameters (float timeStep, size_t maxSteps,
size_t iterations) = 0;
/**
* Set the mode to be used when displaying debug informations. The default value
* is 'CS::Physics::Bullet::DEBUG_COLLIDERS | CS::Physics::Bullet::DEBUG_JOINTS'.
* \remark Don't forget to call DebugDraw() at each frame to effectively display
* the debug informations.
*/
virtual void SetDebugMode (DebugMode mode) = 0;
/**
* Return the current mode used when displaying debug informations.
*/
virtual DebugMode GetDebugMode () = 0;
/**
* Set whether this dynamic world can handle soft bodies or not.
* \warning You have to call this method before adding any objects in the
* dynamic world.
*/
virtual void SetSoftBodyWorld (bool isSoftBodyWorld) = 0;
/**
* Return whether this dynamic world can handle soft bodies or not.
*/
virtual bool GetSoftBodyWorld () = 0;
/**
* Return the number of soft bodies in this dynamic world.
*/
virtual size_t GetSoftBodyCount () = 0;
/**
* Return the soft body at the given index.
*/
virtual iSoftBody* GetSoftBody (size_t index) = 0;
/**
* Create a soft body rope.
* \param start Start position of the rope.
* \param end End position of the rope.
* \param segmentCount Number of segments in the rope.
* \remark You must call SetSoftBodyWorld() prior to this.
*/
virtual iSoftBody* CreateRope (csVector3 start, csVector3 end,
uint segmentCount) = 0;
/**
* Create a soft body rope with explicit positions of the vertices.
* \param vertices The array of positions to use for the vertices.
* \param vertexCount The amount of vertices for the rope.
* \remark You must call SetSoftBodyWorld() prior to this.
*/
virtual iSoftBody* CreateRope (csVector3* vertices, size_t vertexCount) = 0;
/**
* Create a soft body cloth.
* \param corner1 The position of the top left corner.
* \param corner2 The position of the top right corner.
* \param corner3 The position of the bottom left corner.
* \param corner4 The position of the bottom right corner.
* \param segmentCount1 Number of horizontal segments in the cloth.
* \param segmentCount2 Number of vertical segments in the cloth.
* \param withDiagonals Whether there must be diagonal segments in the cloth
* or not. Diagonal segments will make the cloth more rigid.
* \remark You must call SetSoftBodyWorld() prior to this.
*/
virtual iSoftBody* CreateCloth (csVector3 corner1, csVector3 corner2,
csVector3 corner3, csVector3 corner4,
uint segmentCount1, uint segmentCount2,
bool withDiagonals = false) = 0;
/**
* Create a volumetric soft body from a genmesh.
* \param genmeshFactory The genmesh factory to use.
* \param bodyTransform The initial transform of the soft body.
* \param duplicationMode The duplication mode of the mesh. This is useful for double sided meshes
* since it allows to create a soft body with an halfed count of vertices and triangles.
* \remark You must call SetSoftBodyWorld() prior to this.
*/
virtual iSoftBody* CreateSoftBody (iGeneralFactoryState* genmeshFactory,
const csOrthoTransform& bodyTransform,
MeshDuplicationMode duplicationMode = MESH_DUPLICATION_NONE) = 0;
/**
* Create a custom volumetric soft body.
* \param vertices The vertices of the soft body. The position is absolute.
* \param vertexCount The count of vertices of the soft body.
* \param triangles The faces of the soft body.
* \param triangleCount The count of faces of the soft body.
* \remark You must call SetSoftBodyWorld() prior to this.
*/
virtual iSoftBody* CreateSoftBody (csVector3* vertices, size_t vertexCount,
csTriangle* triangles, size_t triangleCount) = 0;
/**
* Remove the given soft body from this dynamic world and delete it.
*/
virtual void RemoveSoftBody (iSoftBody* body) = 0;
/**
* Create a pivot joint and add it to the simulation.
*/
virtual csPtr<iPivotJoint> CreatePivotJoint () = 0;
/**
* Remove the given pivot joint from the simulation.
*/
virtual void RemovePivotJoint (iPivotJoint* joint) = 0;
/**
* Save the current state of the dynamic world in a .bullet serialization file.
* \return True if the operation succeeds, false otherwise.
*/
virtual bool SaveBulletWorld (const char* filename) = 0;
/**
* Create a new terrain collider and add it to the simulation. All the heights of
* the terrain must be kept between minimumHeight and maximumHeight, even when the
* terrain is deformed. If these values are not provided then they will be computed
* from the current state of the cell.
* \param heightData The height map of the terrain
* \param gridWidth The width of the height map data
* \param gridHeight The height of the height map data
* \param gridSize The size of the terrain, in world units
* \param transform The position of the terrain
* \param minimumHeight The minimum height that will ever be contained in the height map
* \param maximumHeight The maximum height that will ever be contained in the height map
*/
virtual iTerrainCollider* AttachColliderTerrain (csLockedHeightData& heightData,
int gridWidth, int gridHeight,
csVector3 gridSize,
csOrthoTransform& transform,
float minimumHeight = 0,
float maximumHeight = 0) = 0;
/**
* Create a new terrain collider and add it to the simulation. All the heights of
* the terrain must be kept between minimumHeight and maximumHeight, even when the
* terrain is deformed. If these values are not provided then they will be computed
* from the current state of the cell.
* \param cell The terrain cell from which the collider will be created
* \param minimumHeight The minimum height that will ever be contained in the height map
* \param maximumHeight The maximum height that will ever be contained in the height map
*/
virtual iTerrainCollider* AttachColliderTerrain (iTerrainCell* cell,
float minimumHeight = 0,
float maximumHeight = 0) = 0;
/**
* Create a new terrain collider and add it to the simulation. This will create a
* collider for each cell of the terrain.
*
* All the heights of
* the terrain must be kept between minimumHeight and maximumHeight, even when the
* terrain is deformed. If these values are not provided then they will be computed
* from the current state of the cell.
* \param terrain The terrain from which the colliders will be created
* \param minimumHeight The minimum height that will ever be contained in the height map
* \param maximumHeight The maximum height that will ever be contained in the height map
*/
virtual iTerrainCollider* AttachColliderTerrain (iTerrainSystem* terrain,
float minimumHeight = 0,
float maximumHeight = 0) = 0;
/**
* Remove the given terrain collider from the simulation.
*/
virtual void DestroyCollider (iTerrainCollider* collider) = 0;
/**
* Start the profiling of the simulation. This would add an overhead to the
* computations, but allows to display meaningful information on the behavior
* of the simulation.
*/
virtual void StartProfile () = 0;
/**
* Stop the profiling of the simulation. This would add an overhead to the
*/
virtual void StopProfile () = 0;
/**
* Dump the profile information on the standard output. StartProfile() must
* have been called before.
* \param resetProfile Whether or not the profile data must be reset after
* the dumping.
*/
virtual void DumpProfile (bool resetProfile = true) = 0;
};
/**
* This class can be implemented in order to update the position of an anchor of a
* CS::Physics::Bullet::iSoftBody. This can be used to try to control manually the
* position of a vertex of a soft body.
*
* \warning This feature uses a hack around the physical simulation of soft bodies
* and may not always be stable. Use it at your own risk.
* \sa CS::Physics::Bullet::iSoftBody::AnchorVertex(size_t,iAnchorAnimationControl)
*/
struct iAnchorAnimationControl : public virtual iBase
{
SCF_INTERFACE(CS::Physics::Bullet::iAnchorAnimationControl, 1, 0, 0);
/**
* Return the new position of the anchor, in world coordinates.
*/
virtual csVector3 GetAnchorPosition () const = 0;
};
/**
* A soft body is a physical body that can be deformed by the physical
* simulation. It can be used to simulate eg ropes, clothes or any soft
* volumetric object.
*
* A soft body does not have a positional transform by itself, but the
* position of every vertex of the body can be queried through GetVertexPosition().
*
* A soft body can neither be static or kinematic, it is always dynamic.
* \sa iRigidBody CS::Physics::Bullet::iRigidBody CS::Animation::iSoftBodyAnimationControl
* CS::Physics::Bullet::SoftBodyHelper
*/
struct iSoftBody : public iBody
{
SCF_INTERFACE(CS::Physics::Bullet::iSoftBody, 2, 0, 2);
/**
* Draw the debug informations of this soft body. This has to be called
* at each frame, and will add 2D lines on top of the rendered scene.
*/
virtual void DebugDraw (iView* rview) = 0;
/**
* Set the total mass of this body.
*/
virtual void SetMass (float mass) = 0;
/**
* Return the total mass of this body.
*/
virtual float GetMass () const = 0;
/**
* Return the count of vertices of this soft body.
*/
virtual size_t GetVertexCount () const = 0;
/**
* Return the position in world coordinates of the given vertex.
*/
virtual csVector3 GetVertexPosition (size_t index) const = 0;
/**
* Anchor the given vertex to its current position. This vertex will no more move.
*/
virtual void AnchorVertex (size_t vertexIndex) = 0;
/**
* Anchor the given vertex to the given rigid body. The relative position of the
* vertex and the body will remain constant.
*/
virtual void AnchorVertex (size_t vertexIndex, iRigidBody* body) = 0;
/**
* Anchor the given vertex to the given controller. The relative position of the
* vertex and the controller will remain constant.
*/
virtual void AnchorVertex (size_t vertexIndex, iAnchorAnimationControl* controller) = 0;
/**
* Update the position of the anchor of the given vertex relatively to the anchored
* rigid body. This can be used to have a finer control of the anchor position
* relatively to the rigid body.
*
* This would work only if you called AnchorVertex(size_t,iRigidBody*) before.
* The position to be provided is in world coordinates.
*
* \warning The stability of the simulation can be lost if you move the position too far
* from the previous position.
* \sa CS::Animation::iSoftBodyAnimationControl::CreateAnimatedMeshAnchor()
*/
virtual void UpdateAnchor (size_t vertexIndex, csVector3& position) = 0;
/**
* Remove the given anchor. This won't work if you anchored the vertex to a rigid body, due
* to a limitation in the Bullet library.
*/
virtual void RemoveAnchor (size_t vertexIndex) = 0;
/**
* Set the rigidity of this body. The value should be in the 0 to 1 range, with
* 0 meaning soft and 1 meaning rigid.
*/
virtual void SetRigidity (float rigidity) = 0;
/**
* Get the rigidity of this body.
*/
virtual float GetRigidity () const = 0;
/**
* Set the linear velocity of the whole body.
*/
virtual void SetLinearVelocity (csVector3 velocity) = 0;
/**
* Set the linear velocity of the given vertex of the body.
*/
virtual void SetLinearVelocity (csVector3 velocity, size_t vertexIndex) = 0;
/**
* Get the linear velocity of the given vertex of the body.
*/
virtual csVector3 GetLinearVelocity (size_t vertexIndex) const = 0;
/**
* Add a force to the whole body.
*/
virtual void AddForce (csVector3 force) = 0;
/**
* Add a force at the given vertex of the body.
*/
virtual void AddForce (csVector3 force, size_t vertexIndex) = 0;
/**
* Return the count of triangles of this soft body.
*/
virtual size_t GetTriangleCount () const = 0;
/**
* Return the triangle with the given index.
*/
virtual csTriangle GetTriangle (size_t index) const = 0;
/**
* Return the normal vector in world coordinates for the given vertex.
*/
virtual csVector3 GetVertexNormal (size_t index) const = 0;
/**
* Generate bending constraints between the vertices of this soft body.
* This can be used to make the body more rigid.
* \param distance Maximum number of triangle edges that can exist
* between two vertices in order to have a constraint generated for
* this pair of vertices. Typical values are 2 or 3.
*/
virtual void GenerateBendingConstraints (size_t distance) = 0;
};
/**
* General helper class for CS::Physics::Bullet::iSoftBody.
*/
struct SoftBodyHelper
{
/**
* Create a genmesh from the given cloth soft body.
*
* The genmesh will be double sided, in order to have correct normals on both
* sides of the cloth (ie the vertices of the soft body will be duplicated for the
* genmesh). The duplication mode of the faces of the mesh generated is CS::Physics::Bullet::MESH_DUPLICATION_CONTIGUOUS,
* that parameter can therefore be used e.g. in CS::Animation::iSoftBodyAnimationControl::SetSoftBody().
*/
static csPtr<iMeshFactoryWrapper> CreateClothGenMeshFactory
(iObjectRegistry* object_reg, const char* factoryName, iSoftBody* cloth)
{
csRef<iEngine> engine = csQueryRegistry<iEngine> (object_reg);
// Create the cloth mesh factory.
csRef<iMeshFactoryWrapper> clothFact = engine->CreateMeshFactory
("crystalspace.mesh.object.genmesh", factoryName);
if (!clothFact)
return 0;
csRef<iGeneralFactoryState> gmstate = scfQueryInterface<iGeneralFactoryState>
(clothFact->GetMeshObjectFactory ());
// Create the vertices of the genmesh
size_t vertexCount = cloth->GetVertexCount ();
gmstate->SetVertexCount (vertexCount * 2);
csVector3* vertices = gmstate->GetVertices ();
for (size_t i = 0; i < vertexCount; i++)
{
vertices[i] = cloth->GetVertexPosition (i);
vertices[i + vertexCount] = cloth->GetVertexPosition (i);
}
// Create the triangles of the genmesh
gmstate->SetTriangleCount (cloth->GetTriangleCount () * 2);
csTriangle* triangles = gmstate->GetTriangles ();
for (size_t i = 0; i < cloth->GetTriangleCount (); i++)
{
csTriangle triangle = cloth->GetTriangle (i);
triangles[i * 2] = triangle;
triangles[i * 2 + 1] = csTriangle (triangle[2] + vertexCount,
triangle[1] + vertexCount,
triangle[0] + vertexCount);
}
gmstate->CalculateNormals ();
// Set up the texels of the genmesh
csVector2* texels = gmstate->GetTexels ();
csVector3* normals = gmstate->GetNormals ();
CS::Geometry::TextureMapper* mapper = new CS::Geometry::DensityTextureMapper (1.0f);
for (size_t i = 0; i < vertexCount * 2; i++)
texels[i] = mapper->Map (vertices[i], normals[i], i);
gmstate->Invalidate ();
return csPtr<iMeshFactoryWrapper> (clothFact);
}
};
/**
* The physical state of a rigid body.
*/
enum BodyState
{
STATE_STATIC = 0, /*!< The body is static, ie this body won't move
anymore but dynamic objects will still collide with it. */
STATE_DYNAMIC, /*!< The body is dynamic, ie the motion of
the body is controlled by the dynamic simulation. */
STATE_KINEMATIC /*!< The body is kinematic, ie the motion
of the body is controlled by the animation system,
but it interacts with the dynamic simulation. */
};
/**
* The Bullet implementation of iRigidBody also implements this
* interface.
* \sa iRigidBody CS::Physics::Bullet::iSoftBody
*/
struct iRigidBody : public iBody
{
SCF_INTERFACE(CS::Physics::Bullet::iRigidBody, 1, 0, 1);
/**
* Set a body in the kinematic state, ie the motion of the body is
* controlled by you, but it interacts with the dynamic simulation.
*
* You may need to set a callback with SetKinematicCallback() to let
* the dynamic system know how to update the transform of the body.
* \sa SetDynamicState() iRigidBody::MakeStatic() iRigidBody::MakeDynamic()
*/
virtual void MakeKinematic () = 0;
/**
* Return the current state of the body.
*/
virtual BodyState GetDynamicState () const = 0;
/**
* Set the current state of the body.
* \sa iRigidBody::MakeStatic() iRigidBody::MakeDynamic() MakeKinematic()
*/
virtual void SetDynamicState (BodyState state) = 0;
/**
* Set the callback to be used to update the transform of the kinematic body.
* If no callback are provided then the dynamic system will use a default one.
*/
virtual void SetKinematicCallback (iKinematicCallback* callback) = 0;
/**
* Get the callback used to update the transform of the kinematic body.
*/
virtual iKinematicCallback* GetKinematicCallback () = 0;
/**
* Set the linear dampener for this rigid body. The dampening correspond to
* how much the movements of the objects will be reduced. It is a value
* between 0 and 1, giving the ratio of speed that will be reduced
* in one second. 0 means that the movement will not be reduced, while
* 1 means that the object will not move.
* The default value is 0.
* \sa iDynamicSystem::SetLinearDampener()
*/
virtual void SetLinearDampener (float d) = 0;
/**
* Get the linear dampener for this rigid body.
*/
virtual float GetLinearDampener () const = 0;
/**
* Set the angular dampener for this rigid body. The dampening correspond to
* how much the movements of the objects will be reduced. It is a value
* between 0 and 1, giving the ratio of speed that will be reduced
* in one second. 0 means that the movement will not be reduced, while
* 1 means that the object will not move.
* The default value is 0.
* \sa iDynamicSystem::SetRollingDampener()
*/
virtual void SetRollingDampener (float d) = 0;
/**
* Get the angular dampener for this rigid body.
*/
virtual float GetRollingDampener () const = 0;
};
/**
* A callback to be implemented when you are using kinematic bodies. If no
* callback are provided then the dynamic system will use a default one which
* will update the transform of the body from the position of the attached
* mesh, body or camera (see iRigidBody::AttachMesh(),
* iRigidBody::AttachLight(), iRigidBody::AttachCamera()).
* \sa CS::Physics::Bullet::iRigidBody::SetKinematicCallback()
*/
struct iKinematicCallback : public virtual iBase
{
SCF_INTERFACE (CS::Physics::Bullet::iKinematicCallback, 1, 0, 0);
/**
* Update the new transform of the rigid body.
*/
virtual void GetBodyTransform (::iRigidBody* body,
csOrthoTransform& transform) const = 0;
};
/**
* A joint to attach to a rigid body in order to manipulate it. It is contrained
* in translation and has free rotation. You can move freely the position of the
* joint, the body will keep attached to the joint.
*/
struct iPivotJoint : public virtual iBase
{
SCF_INTERFACE (CS::Physics::Bullet::iPivotJoint, 1, 0, 0);
/**
* Attach a rigid body to the joint.
* \param body The rigid body to attach to the joint.
* \param position The initial position of the joint, in world coordinates.
*/
virtual void Attach (::iRigidBody* body, const csVector3& position) = 0;
/**
* Return the body attached to this joint, or 0 if there are none.
*/
virtual iRigidBody* GetAttachedBody () const = 0;
/**
* Set the new position of the joint, in world coordinates.
*/
virtual void SetPosition (const csVector3& position) = 0;
/**
* Get the current position of the joint, in world coordinates.
*/
virtual csVector3 GetPosition () const = 0;
};
/**
* A terrain collider for the dynamic simulation.
*/
struct iTerrainCollider : public iBody
{
SCF_INTERFACE (CS::Physics::Bullet::iTerrainCollider, 1, 0, 0);
};
} //namespace Bullet
} //namespace Physics
} //namespace CS
CS_DEPRECATED_METHOD_MSG("Use CS::Physics::Bullet::iDynamicSystem instead")
typedef CS::Physics::Bullet::iDynamicSystem iBulletDynamicSystem;
#endif // __CS_IVARIA_BULLET_H__
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