BulletDiscreteDynamicsWorld (object)¶
BulletDiscreteDynamicsWorld provides discrete rigid body simulation those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
Members¶
Data | pointer | |
BulletDispatcher | __dispatcher | |
BulletBroadphaseInterface | __pairCache | |
BulletConstraintSolver | __constraintSolver | |
BulletCollisionConfiguration | __collisionConfiguration | |
BulletICollisionObject[] | __collisionObjects | |
BulletTypedConstraint[] | __constraints | |
BulletActionInterface[] | __actions |
Methods¶
Methods in detail¶
BulletDiscreteDynamicsWorld ( in BulletDiscreteDynamicsWorld other )
copy constructor
BulletDiscreteDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
this BulletDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
BulletDiscreteDynamicsWorld ()
default constructor
BulletDiscreteDynamicsWorld.__addAction! ( in BulletActionInterface action )
BulletDiscreteDynamicsWorld.__addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
BulletDiscreteDynamicsWorld.__addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
BulletDiscreteDynamicsWorld.__addRigidBody! ( in BulletRigidBody body )
BulletDiscreteDynamicsWorld.__construct! ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
BulletDiscreteDynamicsWorld.__destroy! ()
BulletDiscreteDynamicsWorld.__removeAction! ( in BulletActionInterface action )
BulletDiscreteDynamicsWorld.__removeCollisionObject! ( in BulletICollisionObject collisionObject )
BulletDiscreteDynamicsWorld.__removeConstraint! ( in BulletTypedConstraint constraint )
BulletDiscreteDynamicsWorld.__removeRigidBody! ( in BulletRigidBody body )
BulletDiscreteDynamicsWorld.__setBroadphase! ( in BulletBroadphaseInterface pairCache )
BulletDiscreteDynamicsWorld.__setConstraintSolver! ( in BulletConstraintSolver solver )
BulletDiscreteDynamicsWorld.addAction! ( in BulletActionInterface action )
BulletDiscreteDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject )
BulletDiscreteDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
BulletDiscreteDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint )
BulletDiscreteDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
BulletDiscreteDynamicsWorld.addRigidBody! ( in BulletRigidBody body )
BulletDiscreteDynamicsWorld.applyGravity! ()
apply gravity, call this once per timestep
BulletDiscreteDynamicsWorld.clearForces! ()
the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
BulletDiscreteDynamicsWorld BulletDiscreteDynamicsWorld.clone? ()
clone method
BulletBroadphaseInterface BulletDiscreteDynamicsWorld.getBroadphase? ()
BulletICollisionObject[] BulletDiscreteDynamicsWorld.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 BulletDiscreteDynamicsWorld.getConstraint? ( in Integer index )
BulletConstraintSolver BulletDiscreteDynamicsWorld.getConstraintSolver? ()
BulletDispatcher BulletDiscreteDynamicsWorld.getDispatcher? ()
Boolean BulletDiscreteDynamicsWorld.getForceUpdateAllAabbs? ()
Vec3 BulletDiscreteDynamicsWorld.getGravity? ()
Integer BulletDiscreteDynamicsWorld.getNumCollisionObjects? ()
Integer BulletDiscreteDynamicsWorld.getNumConstraints? ()
Data BulletDiscreteDynamicsWorld.getPointer? ()
Boolean BulletDiscreteDynamicsWorld.getSynchronizeAllMotionStates? ()
UInt32 BulletDiscreteDynamicsWorld.getWorldType? ()
BulletDiscreteDynamicsWorld.performDiscreteCollisionDetection! ()
BulletDiscreteDynamicsWorld.removeAction! ( in BulletActionInterface action )
BulletDiscreteDynamicsWorld.removeCollisionObject! ( in BulletICollisionObject collisionObject )
BulletDiscreteDynamicsWorld.removeConstraint! ( in BulletTypedConstraint constraint )
BulletDiscreteDynamicsWorld.removeRigidBody! ( in BulletRigidBody body )
BulletDiscreteDynamicsWorld.setBroadphase! ( in BulletBroadphaseInterface pairCache )
BulletDiscreteDynamicsWorld.setConstraintSolver! ( in BulletConstraintSolver solver )
BulletDiscreteDynamicsWorld.setForceUpdateAllAabbs! ( in Boolean forceUpdateAllAabbs )
BulletDiscreteDynamicsWorld.setGravity! ( in Vec3 gravity )
BulletDiscreteDynamicsWorld.setNumTasks! ( in Integer numTasks )
BulletDiscreteDynamicsWorld.setSynchronizeAllMotionStates! ( in Boolean synchronizeAll )
Integer BulletDiscreteDynamicsWorld.stepSimulation? ( in Scalar timeStep )
Integer BulletDiscreteDynamicsWorld.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 BulletDiscreteDynamicsWorld.stepSimulation? ( in Scalar timeStep, in Integer maxSubSteps, in Scalar fixedTimeStep )
BulletDiscreteDynamicsWorld.synchronizeMotionStates! ()
BulletDiscreteDynamicsWorld.synchronizeSingleMotionState! ( in BulletRigidBody body )
this can be useful to synchronize a single rigid body -> graphics object
BulletDiscreteDynamicsWorld.updateAabbs! ()
BulletDiscreteDynamicsWorld.updateSingleAabb! ( in BulletICollisionObject colObj )