BulletCollisionObject.kl

Interfaces

BulletICollisionObject (interface)

BulletICollisionObject can be used to manage collision detection objects. BulletICollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy. They can be added to the BulletCollisionWorld.

BulletICollisionObject BulletICollisionObject BulletICollisionObject BulletCollisionObject BulletCollisionObject BulletCollisionObject->BulletICollisionObject BulletRigidBody BulletRigidBody BulletRigidBody->BulletICollisionObject BulletSoftBody BulletSoftBody BulletSoftBody->BulletICollisionObject

Functions

  activate ! ( in Boolean forceActivation )
  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 )

Functions in detail

BulletICollisionObject.activate! ( in Boolean forceActivation )


BulletICollisionObject.forceActivationState! ( in Integer newState )


Integer BulletICollisionObject.getActivationState? ()


Vec3 BulletICollisionObject.getAnisotropicFriction? ()


BulletBroadphaseProxy BulletICollisionObject.getBroadphaseHandle? ()


Scalar BulletICollisionObject.getCcdMotionThreshold? ()


Scalar BulletICollisionObject.getCcdSquareMotionThreshold? ()


Scalar BulletICollisionObject.getCcdSweptSphereRadius? ()

Swept sphere radius (0.0 by default), see BulletConvexConvexAlgorithm:


Integer BulletICollisionObject.getCollisionFlags? ()


BulletCollisionShape BulletICollisionObject.getCollisionShape? ()


Integer BulletICollisionObject.getCompanionId? ()


Scalar BulletICollisionObject.getContactProcessingThreshold? ()


Scalar BulletICollisionObject.getDeactivationTime? ()


Scalar BulletICollisionObject.getFriction? ()


Scalar BulletICollisionObject.getHitFraction? ()


Vec3 BulletICollisionObject.getInterpolationAngularVelocity? ()


Vec3 BulletICollisionObject.getInterpolationLinearVelocity? ()


Xfo BulletICollisionObject.getInterpolationWorldTransform? ()


Integer BulletICollisionObject.getIslandTag? ()


Object BulletICollisionObject.getObject? ()


Data BulletICollisionObject.getPointer? ()


Scalar BulletICollisionObject.getRestitution? ()


Object BulletICollisionObject.getUserPointer? ()

users can point to their objects, userPointer is not used by Bullet


Xfo BulletICollisionObject.getWorldTransform? ()


Boolean BulletICollisionObject.hasAnisotropicFriction? ()


Boolean BulletICollisionObject.hasContactResponse? ()


Boolean BulletICollisionObject.isActive? ()


Boolean BulletICollisionObject.isKinematicObject? ()


Boolean BulletICollisionObject.isStaticObject? ()


Boolean BulletICollisionObject.isStaticOrKinematicObject? ()


Boolean BulletICollisionObject.mergesSimulationIslands? ()


BulletICollisionObject.setActivationState! ( in Integer newState )


BulletICollisionObject.setAnisotropicFriction! ( in Vec3 anisotropicFriction )


BulletICollisionObject.setCcdMotionThreshold! ( in Scalar ccdMotionThreshold )

Don’t do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold


BulletICollisionObject.setCcdSweptSphereRadius! ( in Scalar radius )

Swept sphere radius (0.0 by default), see BulletConvexConvexAlgorithm:


BulletICollisionObject.setCollisionFlags! ( in Integer flags )


BulletICollisionObject.setCollisionShape! ( in BulletCollisionShape collisionShape )


BulletICollisionObject.setCompanionId! ( in Integer id )


BulletICollisionObject.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


BulletICollisionObject.setDeactivationTime! ( in Scalar time )


BulletICollisionObject.setFriction! ( in Scalar frict )


BulletICollisionObject.setHitFraction! ( in Scalar hitFraction )


BulletICollisionObject.setInterpolationAngularVelocity! ( in Vec3 angvel )


BulletICollisionObject.setInterpolationLinearVelocity! ( in Vec3 linvel )


BulletICollisionObject.setInterpolationWorldTransform! ( in Xfo trans )


BulletICollisionObject.setIslandTag! ( in Integer tag )


BulletICollisionObject.setRestitution! ( in Scalar rest )


BulletICollisionObject.setUserPointer! ( in Object userPointer )

users can point to their objects, userPointer is not used by Bullet


BulletICollisionObject.setWorldTransform! ( in Xfo worldTrans )

Types

BulletCollisionObject (object)

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 ()