BulletCollisionObject (object)

BulletCollisionObject BulletCollisionObject BulletCollisionObject BulletICollisionObject BulletICollisionObject BulletCollisionObject->BulletICollisionObject

Members

Data pointer  
Boolean __klManagedMemory  
BulletCollisionShape __collisionShape  
Object __userPointer  

Methods

  BulletCollisionObject ( in BulletCollisionObject other )
  BulletCollisionObject ( in Data pointer )
  BulletCollisionObject ()
  __construct ! ()
  __destroy ! ()
  __setCollisionShape ! ( in BulletCollisionShape collisionShape )
  activate ! ( in Boolean forceActivation )
  activate ! ()
Boolean checkCollideWith ? ( in BulletICollisionObject co )
BulletCollisionObject clone ? ()
  forceActivationState ! ( in Integer newState )
Integer getActivationState ? ()
Vec3 getAnisotropicFriction ? ()
BulletBroadphaseProxy getBroadphaseHandle ? ()
Scalar getCcdMotionThreshold ? ()
Scalar getCcdSquareMotionThreshold ? ()
Scalar getCcdSweptSphereRadius ? ()
Integer getCollisionFlags ? ()
BulletCollisionShape getCollisionShape ? ()
Integer getCompanionId ? ()
Scalar getContactProcessingThreshold ? ()
Scalar getDeactivationTime ? ()
Scalar getFriction ? ()
Scalar getHitFraction ? ()
Vec3 getInterpolationAngularVelocity ? ()
Vec3 getInterpolationLinearVelocity ? ()
Xfo getInterpolationWorldTransform ? ()
Integer getIslandTag ? ()
Object getObject ? ()
Data getPointer ? ()
Scalar getRestitution ? ()
Object getUserPointer ? ()
Xfo getWorldTransform ? ()
Boolean hasAnisotropicFriction ? ()
Boolean hasContactResponse ? ()
Boolean isActive ? ()
Boolean isKinematicObject ? ()
Boolean isStaticObject ? ()
Boolean isStaticOrKinematicObject ? ()
Boolean mergesSimulationIslands ? ()
  setActivationState ! ( in Integer newState )
  setAnisotropicFriction ! ( in Vec3 anisotropicFriction )
  setCcdMotionThreshold ! ( in Scalar ccdMotionThreshold )
  setCcdSweptSphereRadius ! ( in Scalar radius )
  setCollisionFlags ! ( in Integer flags )
  setCollisionShape ! ( in BulletCollisionShape collisionShape )
  setCompanionId ! ( in Integer id )
  setContactProcessingThreshold ! ( in Scalar contactProcessingThreshold )
  setDeactivationTime ! ( in Scalar time )
  setFriction ! ( in Scalar frict )
  setHitFraction ! ( in Scalar hitFraction )
  setInterpolationAngularVelocity ! ( in Vec3 angvel )
  setInterpolationLinearVelocity ! ( in Vec3 linvel )
  setInterpolationWorldTransform ! ( in Xfo trans )
  setIslandTag ! ( in Integer tag )
  setRestitution ! ( in Scalar rest )
  setUserPointer ! ( in Object userPointer )
  setWorldTransform ! ( in Xfo worldTrans )
  ~BulletCollisionObject ()

Methods in detail

BulletCollisionObject ( in BulletCollisionObject other )

copy constructor


BulletCollisionObject ( in Data pointer )


BulletCollisionObject ()


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 )


~ BulletCollisionObject ()