BulletCollisionObject (object)¶
Members¶
Data | pointer | |
Boolean | __klManagedMemory | |
BulletCollisionShape | __collisionShape | |
Object | __userPointer |
Methods¶
Methods in detail¶
BulletCollisionObject ( in BulletCollisionObject other )
copy constructor
BulletCollisionObject ( in Data pointer )
BulletCollisionObject.__construct! ()
BulletCollisionObject.__destroy! ()
BulletCollisionObject.__setCollisionShape! ( in BulletCollisionShape collisionShape )
BulletCollisionObject.activate! ( in Boolean forceActivation )
BulletCollisionObject.activate! ()
Boolean BulletCollisionObject.checkCollideWith? ( in BulletICollisionObject co )
BulletCollisionObject BulletCollisionObject.clone? ()
clone method
BulletCollisionObject.forceActivationState! ( in Integer newState )
Integer BulletCollisionObject.getActivationState? ()
Vec3 BulletCollisionObject.getAnisotropicFriction? ()
BulletBroadphaseProxy BulletCollisionObject.getBroadphaseHandle? ()
Scalar BulletCollisionObject.getCcdMotionThreshold? ()
Scalar BulletCollisionObject.getCcdSquareMotionThreshold? ()
Scalar BulletCollisionObject.getCcdSweptSphereRadius? ()
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:
Integer BulletCollisionObject.getCollisionFlags? ()
BulletCollisionShape BulletCollisionObject.getCollisionShape? ()
Integer BulletCollisionObject.getCompanionId? ()
Scalar BulletCollisionObject.getContactProcessingThreshold? ()
Scalar BulletCollisionObject.getDeactivationTime? ()
Scalar BulletCollisionObject.getFriction? ()
Scalar BulletCollisionObject.getHitFraction? ()
Vec3 BulletCollisionObject.getInterpolationAngularVelocity? ()
Vec3 BulletCollisionObject.getInterpolationLinearVelocity? ()
Xfo BulletCollisionObject.getInterpolationWorldTransform? ()
Integer BulletCollisionObject.getIslandTag? ()
Object BulletCollisionObject.getObject? ()
Data BulletCollisionObject.getPointer? ()
Scalar BulletCollisionObject.getRestitution? ()
Object BulletCollisionObject.getUserPointer? ()
users can point to their objects, userPointer is not used by Bullet
Xfo BulletCollisionObject.getWorldTransform? ()
Boolean BulletCollisionObject.hasAnisotropicFriction? ()
Boolean BulletCollisionObject.hasContactResponse? ()
Boolean BulletCollisionObject.isActive? ()
Boolean BulletCollisionObject.isKinematicObject? ()
Boolean BulletCollisionObject.isStaticObject? ()
Boolean BulletCollisionObject.isStaticOrKinematicObject? ()
Boolean BulletCollisionObject.mergesSimulationIslands? ()
BulletCollisionObject.setActivationState! ( in Integer newState )
BulletCollisionObject.setAnisotropicFriction! ( in Vec3 anisotropicFriction )
BulletCollisionObject.setCcdMotionThreshold! ( in Scalar ccdMotionThreshold )
Don’t do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
BulletCollisionObject.setCcdSweptSphereRadius! ( in Scalar radius )
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:
BulletCollisionObject.setCollisionFlags! ( in Integer flags )
BulletCollisionObject.setCollisionShape! ( in BulletCollisionShape collisionShape )
BulletCollisionObject.setCompanionId! ( in Integer id )
BulletCollisionObject.setContactProcessingThreshold! ( in Scalar contactProcessingThreshold )
the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default. Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with delegate contacts, such as ‘interior’ triangle edges
BulletCollisionObject.setDeactivationTime! ( in Scalar time )
BulletCollisionObject.setFriction! ( in Scalar frict )
BulletCollisionObject.setHitFraction! ( in Scalar hitFraction )
BulletCollisionObject.setInterpolationAngularVelocity! ( in Vec3 angvel )
BulletCollisionObject.setInterpolationLinearVelocity! ( in Vec3 linvel )
BulletCollisionObject.setInterpolationWorldTransform! ( in Xfo trans )
BulletCollisionObject.setIslandTag! ( in Integer tag )
BulletCollisionObject.setRestitution! ( in Scalar rest )
BulletCollisionObject.setUserPointer! ( in Object userPointer )
users can point to their objects, userPointer is not used by Bullet
BulletCollisionObject.setWorldTransform! ( in Xfo worldTrans )