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.
Functions¶
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 |