BulletDynamicsWorld.kl

Interfaces

BulletDynamicsWorld (interface)

The BulletDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.

BulletDynamicsWorld BulletDynamicsWorld BulletDynamicsWorld BulletContinuousDynamicsWorld BulletContinuousDynamicsWorld BulletContinuousDynamicsWorld->BulletDynamicsWorld BulletDiscreteDynamicsWorld BulletDiscreteDynamicsWorld BulletDiscreteDynamicsWorld->BulletDynamicsWorld BulletSimpleDynamicsWorld BulletSimpleDynamicsWorld BulletSimpleDynamicsWorld->BulletDynamicsWorld BulletSoftRigidDynamicsWorld BulletSoftRigidDynamicsWorld BulletSoftRigidDynamicsWorld->BulletDynamicsWorld

Functions

  addAction ! ( in BulletActionInterface action )
  addCollisionObject ! ( in BulletICollisionObject collisionObject )
  addConstraint ! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
  addRigidBody ! ( in BulletRigidBody body )
  clearForces ! ()
BulletBroadphaseInterface getBroadphase ? ()
BulletICollisionObject[] getCollisionObjectArray ? ()
BulletTypedConstraint getConstraint ? ( in Integer index )
BulletConstraintSolver getConstraintSolver ? ()
Vec3 getGravity ? ()
Integer getNumCollisionObjects ? ()
Integer getNumConstraints ? ()
Data getPointer ? ()
UInt32 getWorldType ? ()
  removeAction ! ( in BulletActionInterface action )
  removeCollisionObject ! ( in BulletICollisionObject collisionObject )
  removeConstraint ! ( in BulletTypedConstraint constraint )
  removeRigidBody ! ( in BulletRigidBody body )
  setBroadphase ! ( in BulletBroadphaseInterface pairCache )
  setConstraintSolver ! ( in BulletConstraintSolver solver )
  setGravity ! ( in Vec3 gravity )
Integer stepSimulation ? ( in Scalar timeStep, in Integer maxSubSteps )
  synchronizeMotionStates ! ()

Functions in detail

BulletDynamicsWorld.addAction! ( in BulletActionInterface action )


BulletDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject )


BulletDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )


BulletDynamicsWorld.addRigidBody! ( in BulletRigidBody body )


BulletDynamicsWorld.clearForces! ()


BulletBroadphaseInterface BulletDynamicsWorld.getBroadphase? ()


BulletICollisionObject[] BulletDynamicsWorld.getCollisionObjectArray? ()


BulletTypedConstraint BulletDynamicsWorld.getConstraint? ( in Integer index )


BulletConstraintSolver BulletDynamicsWorld.getConstraintSolver? ()


Vec3 BulletDynamicsWorld.getGravity? ()


Integer BulletDynamicsWorld.getNumCollisionObjects? ()


Integer BulletDynamicsWorld.getNumConstraints? ()


Data BulletDynamicsWorld.getPointer? ()


UInt32 BulletDynamicsWorld.getWorldType? ()


BulletDynamicsWorld.removeAction! ( in BulletActionInterface action )


BulletDynamicsWorld.removeCollisionObject! ( in BulletICollisionObject collisionObject )


BulletDynamicsWorld.removeConstraint! ( in BulletTypedConstraint constraint )


BulletDynamicsWorld.removeRigidBody! ( in BulletRigidBody body )


BulletDynamicsWorld.setBroadphase! ( in BulletBroadphaseInterface pairCache )


BulletDynamicsWorld.setConstraintSolver! ( in BulletConstraintSolver solver )


BulletDynamicsWorld.setGravity! ( in Vec3 gravity )


Integer BulletDynamicsWorld.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.


BulletDynamicsWorld.synchronizeMotionStates! ()