BulletContinuousDynamicsWorld (object)¶
btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld. This copes with fast moving objects that otherwise would tunnel/miss collisions. Under construction, don’t use yet! Please use btDiscreteDynamicsWorld instead.
Members¶
Data | pointer | |
BulletDispatcher | __dispatcher | |
BulletBroadphaseInterface | __pairCache | |
BulletConstraintSolver | __constraintSolver | |
BulletCollisionConfiguration | __collisionConfiguration | |
BulletICollisionObject[] | __collisionObjects | |
BulletTypedConstraint[] | __constraints | |
BulletActionInterface[] | __actions |
Methods¶
Methods in detail¶
BulletContinuousDynamicsWorld ( in BulletContinuousDynamicsWorld other )
copy constructor
BulletContinuousDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
this BulletContinuousDynamicsWorld constructor gets created objects from the user, and will not delete those
BulletContinuousDynamicsWorld ()
default constructor
BulletContinuousDynamicsWorld.__addAction! ( in BulletActionInterface action )
BulletContinuousDynamicsWorld.__addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
BulletContinuousDynamicsWorld.__addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
BulletContinuousDynamicsWorld.__addRigidBody! ( in BulletRigidBody body )
BulletContinuousDynamicsWorld.__construct! ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
BulletContinuousDynamicsWorld.__destroy! ()
BulletContinuousDynamicsWorld.__removeAction! ( in BulletActionInterface action )
BulletContinuousDynamicsWorld.__removeCollisionObject! ( in BulletICollisionObject collisionObject )
BulletContinuousDynamicsWorld.__removeConstraint! ( in BulletTypedConstraint constraint )
BulletContinuousDynamicsWorld.__removeRigidBody! ( in BulletRigidBody body )
BulletContinuousDynamicsWorld.__setBroadphase! ( in BulletBroadphaseInterface pairCache )
BulletContinuousDynamicsWorld.__setConstraintSolver! ( in BulletConstraintSolver solver )
BulletContinuousDynamicsWorld.addAction! ( in BulletActionInterface action )
BulletContinuousDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject )
BulletContinuousDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
BulletContinuousDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint )
BulletContinuousDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
BulletContinuousDynamicsWorld.addRigidBody! ( in BulletRigidBody body )
BulletContinuousDynamicsWorld.applyGravity! ()
apply gravity, call this once per timestep
BulletContinuousDynamicsWorld.calculateTimeOfImpacts! ( in Scalar timeStep )
BulletContinuousDynamicsWorld.clearForces! ()
the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
BulletContinuousDynamicsWorld BulletContinuousDynamicsWorld.clone? ()
clone method
BulletBroadphaseInterface BulletContinuousDynamicsWorld.getBroadphase? ()
BulletICollisionObject[] BulletContinuousDynamicsWorld.getCollisionObjectArray? ()
rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback. convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback. contactTest performs a discrete collision test between colObj against all objects in the btCollisionWorld, and calls the resultCallback. it reports one or more contact points for every overlapping object (including the one with deepest penetration)
BulletTypedConstraint BulletContinuousDynamicsWorld.getConstraint? ( in Integer index )
BulletConstraintSolver BulletContinuousDynamicsWorld.getConstraintSolver? ()
BulletDispatcher BulletContinuousDynamicsWorld.getDispatcher? ()
Boolean BulletContinuousDynamicsWorld.getForceUpdateAllAabbs? ()
Vec3 BulletContinuousDynamicsWorld.getGravity? ()
Integer BulletContinuousDynamicsWorld.getNumCollisionObjects? ()
Integer BulletContinuousDynamicsWorld.getNumConstraints? ()
Data BulletContinuousDynamicsWorld.getPointer? ()
Boolean BulletContinuousDynamicsWorld.getSynchronizeAllMotionStates? ()
UInt32 BulletContinuousDynamicsWorld.getWorldType? ()
BulletContinuousDynamicsWorld.internalSingleStepSimulation! ( in Scalar timeStep )
time stepping with calculation of time of impact for selected fast moving objects
BulletContinuousDynamicsWorld.performDiscreteCollisionDetection! ()
BulletContinuousDynamicsWorld.removeAction! ( in BulletActionInterface action )
BulletContinuousDynamicsWorld.removeCollisionObject! ( in BulletICollisionObject collisionObject )
BulletContinuousDynamicsWorld.removeConstraint! ( in BulletTypedConstraint constraint )
BulletContinuousDynamicsWorld.removeRigidBody! ( in BulletRigidBody body )
BulletContinuousDynamicsWorld.setBroadphase! ( in BulletBroadphaseInterface pairCache )
BulletContinuousDynamicsWorld.setConstraintSolver! ( in BulletConstraintSolver solver )
BulletContinuousDynamicsWorld.setForceUpdateAllAabbs! ( in Boolean forceUpdateAllAabbs )
BulletContinuousDynamicsWorld.setGravity! ( in Vec3 gravity )
BulletContinuousDynamicsWorld.setNumTasks! ( in Integer numTasks )
BulletContinuousDynamicsWorld.setSynchronizeAllMotionStates! ( in Boolean synchronizeAll )
Integer BulletContinuousDynamicsWorld.stepSimulation? ( in Scalar timeStep )
Integer BulletContinuousDynamicsWorld.stepSimulation? ( in Scalar timeStep, in Integer maxSubSteps )
stepSimulation proceeds the simulation over ‘timeStep’, units in preferably in seconds. By default, Bullet will subdivide the timestep in ant substeps of each ‘fixedTimeStep’. in order to keep the simulation real-time, the maximum number of substeps can be clamped to ‘maxSubSteps’. You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep ant.
Integer BulletContinuousDynamicsWorld.stepSimulation? ( in Scalar timeStep, in Integer maxSubSteps, in Scalar fixedTimeStep )
BulletContinuousDynamicsWorld.synchronizeMotionStates! ()
BulletContinuousDynamicsWorld.synchronizeSingleMotionState! ( in BulletRigidBody body )
this can be useful to synchronize a single rigid body -> graphics object
BulletContinuousDynamicsWorld.updateAabbs! ()
BulletContinuousDynamicsWorld.updateSingleAabb! ( in BulletICollisionObject colObj )