BulletRigidBody_Constraints.kl

Types

BulletRigidBody (object)

The BulletRigidBody is the main class for rigid body objects. It is derived from BulletICollisionObject, so it keeps a pointer to a BulletCollisionShape. It is recommended for performance and memory use to share BulletCollisionShape objects whenever possible. There are 3 types of rigid bodies: - A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics. - B) Fixed objects with zero mass. They are not moving (basically collision objects) - C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. Deactivated (sleeping) rigid bodies don’t take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)

Members

Data pointer  
BulletMotionState __motionState  
BulletCollisionShape __collisionShape  
Object[] __constraints  
BulletBroadphaseProxy __broadphaseProxy  
Object __userPointer  

Methods

  BulletRigidBody ( in BulletRigidBody other )
  BulletRigidBody ( in BulletRigidBodyConstructionInfo constructionInfo )
  BulletRigidBody ()
  __addConstraintRef ! ( in BulletTypedConstraint c )
  __construct ! ( in BulletRigidBodyConstructionInfo constructionInfo )
  __destroy ! ()
  __removeConstraintRef ! ( in BulletTypedConstraint c )
  __setCollisionShape ! ( in BulletCollisionShape collisionShape )
  __setMotionState ! ( in BulletMotionState motionState )
  __setNewBroadphaseProxy ! ( in BulletBroadphaseProxy broadphaseProxy )
  activate ! ( in Boolean forceActivation )
  activate ! ()
  addConstraintRef ! ( in BulletTypedConstraint c )
  applyCentralForce ! ( in Vec3 force )
  applyCentralImpulse ! ( in Vec3 impulse )
  applyDamping ! ( in Scalar timeStep )
  applyForce ! ( in Vec3 force, in Vec3 rel_pos )
  applyGravity ! ()
  applyImpulse ! ( in Vec3 impulse, in Vec3 rel_pos )
  applyTorque ! ( in Vec3 torque )
  applyTorqueImpulse ! ( in Vec3 torque )
Boolean checkCollideWith ? ( in BulletICollisionObject co )
Boolean checkCollideWithOverride ? ( in BulletICollisionObject co )
  clearForces ! ()
BulletRigidBody clone ? ()
Scalar computeAngularImpulseDenominator ? ( in Vec3 axis )
Scalar computeImpulseDenominator ? ( in Vec3 pos, in Vec3 normal )
  forceActivationState ! ( in Integer newState )
  getAabb ! ( io Vec3 aabbMin, io Vec3 aabbMax )
Integer getActivationState ? ()
Scalar getAngularDamping ? ()
Vec3 getAngularFactor ? ()
Scalar getAngularSleepingThreshold ? ()
Vec3 getAngularVelocity ? ()
Vec3 getAnisotropicFriction ? ()
BulletBroadphaseProxy getBroadphaseHandle ? ()
BulletBroadphaseProxy getBroadphaseProxy ? ()
Scalar getCcdMotionThreshold ? ()
Scalar getCcdSquareMotionThreshold ? ()
Scalar getCcdSweptSphereRadius ? ()
Vec3 getCenterOfMassPosition ? ()
Xfo getCenterOfMassTransform ? ()
Integer getCollisionFlags ? ()
BulletCollisionShape getCollisionShape ? ()
Integer getCompanionId ? ()
BulletTypedConstraint getConstraintRef ? ( in Integer index )
Scalar getContactProcessingThreshold ? ()
Scalar getDeactivationTime ? ()
Vec3 getDeltaAngularVelocity ? ()
Vec3 getDeltaLinearVelocity ? ()
Integer getFlags ? ()
Scalar getFriction ? ()
Vec3 getGravity ? ()
Scalar getHitFraction ? ()
Vec3 getInterpolationAngularVelocity ? ()
Vec3 getInterpolationLinearVelocity ? ()
Xfo getInterpolationWorldTransform ? ()
Vec3 getInvInertiaDiagLocal ? ()
Mat33 getInvInertiaTensorWorld ? ()
Scalar getInvMass ? ()
Integer getIslandTag ? ()
Scalar getLinearDamping ? ()
Vec3 getLinearFactor ? ()
Scalar getLinearSleepingThreshold ? ()
Vec3 getLinearVelocity ? ()
BulletMotionState getMotionState ? ()
Integer getNumConstraintRefs ? ()
Object getObject ? ()
Quat getOrientation ? ()
Data getPointer ? ()
Vec3 getPushVelocity ? ()
Scalar getRestitution ? ()
Vec3 getTotalForce ? ()
Vec3 getTotalTorque ? ()
Vec3 getTurnVelocity ? ()
Object getUserPointer ? ()
Vec3 getVelocityInLocalPoint ? ( in Vec3 rel_pos )
Xfo getWorldTransform ? ()
Boolean hasAnisotropicFriction ? ()
Boolean hasContactResponse ? ()
  integrateVelocities ! ( in Scalar step )
Boolean isActive ? ()
Boolean isInWorld ? ()
Boolean isKinematicObject ? ()
Boolean isStaticObject ? ()
Boolean isStaticOrKinematicObject ? ()
Boolean mergesSimulationIslands ? ()
  predictIntegratedTransform ! ( in Scalar step, io Xfo predictedTransform )
  proceedToTransform ! ( in Xfo newTrans )
  removeConstraintRef ! ( in BulletTypedConstraint c )
  saveKinematicState ! ( in Scalar step )
  setActivationState ! ( in Integer newState )
  setAngularFactor ! ( in Scalar angFac )
  setAngularFactor ! ( in Vec3 angFac )
  setAngularVelocity ! ( in Vec3 ang_vel )
  setAnisotropicFriction ! ( in Vec3 anisotropicFriction )
  setCcdMotionThreshold ! ( in Scalar ccdMotionThreshold )
  setCcdSweptSphereRadius ! ( in Scalar radius )
  setCenterOfMassTransform ! ( in Xfo xform )
  setCollisionFlags ! ( in Integer flags )
  setCollisionShape ! ( in BulletCollisionShape collisionShape )
  setCompanionId ! ( in Integer id )
  setContactProcessingThreshold ! ( in Scalar contactProcessingThreshold )
  setDamping ! ( in Scalar lin_damping, in Scalar ang_damping )
  setDeactivationTime ! ( in Scalar time )
  setFlags ! ( in Integer flags )
  setFriction ! ( in Scalar frict )
  setGravity ! ( in Vec3 acceleration )
  setHitFraction ! ( in Scalar hitFraction )
  setInterpolationAngularVelocity ! ( in Vec3 angvel )
  setInterpolationLinearVelocity ! ( in Vec3 linvel )
  setInterpolationWorldTransform ! ( in Xfo trans )
  setInvInertiaDiagLocal ! ( in Vec3 diagInvInertia )
  setInvMass ! ( in Scalar mass )
  setIslandTag ! ( in Integer tag )
  setLinearFactor ! ( in Vec3 linearFactor )
  setLinearVelocity ! ( in Vec3 lin_vel )
  setMotionState ! ( in BulletMotionState motionState )
  setNewBroadphaseProxy ! ( in BulletBroadphaseProxy broadphaseProxy )
  setRestitution ! ( in Scalar rest )
  setSleepingThresholds ! ( in Scalar linear, in Scalar angular )
  setUserPointer ! ( in Object userPointer )
  setWorldTransform ! ( in Xfo worldTrans )
  translate ! ( in Vec3 v )
  updateDeactivation ! ( in Scalar timeStep )
  updateInertiaTensor ! ()
Boolean wantsSleeping ? ()
  ~BulletRigidBody ()