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#ifndef _BT_FRACTURE_DYNAMICS_WORLD_H
#define _BT_FRACTURE_DYNAMICS_WORLD_H
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
#include "LinearMath/btAlignedObjectArray.h"
class btFractureBody;
class btCompoundShape;
class btTransform;
///The btFractureDynamicsWorld class enabled basic glue and fracture of objects.
///If/once this implementation is stablized/tested we might merge it into btDiscreteDynamicsWorld and remove the class.
class btFractureDynamicsWorld : public btDiscreteDynamicsWorld
{
btAlignedObjectArray<btFractureBody*> m_fractureBodies;
bool m_fracturingMode;
btFractureBody* addNewBody(const btTransform& oldTransform,btScalar* masses, btCompoundShape* oldCompound);
void breakDisconnectedParts( btFractureBody* fracObj);
public:
btFractureDynamicsWorld ( btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
virtual void addRigidBody(btRigidBody* body);
virtual void removeRigidBody(btRigidBody* body);
void solveConstraints(btContactSolverInfo& solverInfo);
///either fracture or glue (!fracture)
void setFractureMode(bool fracture)
{
m_fracturingMode = fracture;
}
bool getFractureMode() const { return m_fracturingMode;}
///normally those callbacks are called internally by the 'solveConstraints'
void glueCallback();
///normally those callbacks are called internally by the 'solveConstraints'
void fractureCallback();
};
#endif //_BT_FRACTURE_DYNAMICS_WORLD_H
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