BulletSimpleDynamicsWorld (object)¶
The BulletSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds. Please use BulletDiscreteDynamicsWorld instead (or BulletContinuousDynamicsWorld once it is finished).
Members¶
Data | pointer | |
BulletDispatcher | __dispatcher | |
BulletBroadphaseInterface | __pairCache | |
BulletConstraintSolver | __constraintSolver | |
BulletCollisionConfiguration | __collisionConfiguration | |
BulletICollisionObject[] | __collisionObjects | |
BulletTypedConstraint[] | __constraints | |
BulletActionInterface[] | __actions |
Methods¶
Methods in detail¶
BulletSimpleDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
this BulletSimpleDynamicsWorld constructor gets created objects from the user, and will not delete those
BulletSimpleDynamicsWorld ( in BulletSimpleDynamicsWorld other )
copy constructor
default constructor
BulletSimpleDynamicsWorld.__addAction! ( in BulletActionInterface action )
BulletSimpleDynamicsWorld.__addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
BulletSimpleDynamicsWorld.__addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
BulletSimpleDynamicsWorld.__addRigidBody! ( in BulletRigidBody body )
BulletSimpleDynamicsWorld.__addRigidBody! ( in BulletRigidBody body, in UInt16 group, in UInt16 mask )
BulletSimpleDynamicsWorld.__construct! ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
BulletSimpleDynamicsWorld.__destroy! ()
BulletSimpleDynamicsWorld.__removeAction! ( in BulletActionInterface action )
BulletSimpleDynamicsWorld.__removeCollisionObject! ( in BulletICollisionObject collisionObject )
BulletSimpleDynamicsWorld.__removeConstraint! ( in BulletTypedConstraint constraint )
BulletSimpleDynamicsWorld.__removeRigidBody! ( in BulletRigidBody body )
BulletSimpleDynamicsWorld.__setBroadphase! ( in BulletBroadphaseInterface pairCache )
BulletSimpleDynamicsWorld.__setConstraintSolver! ( in BulletConstraintSolver solver )
BulletSimpleDynamicsWorld.addAction! ( in BulletActionInterface action )
BulletSimpleDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject )
BulletSimpleDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
BulletSimpleDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint )
BulletSimpleDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
BulletSimpleDynamicsWorld.addRigidBody! ( in BulletRigidBody body )
BulletSimpleDynamicsWorld.addRigidBody! ( in BulletRigidBody body, in UInt16 group, in UInt16 mask )
BulletSimpleDynamicsWorld.clearForces! ()
BulletSimpleDynamicsWorld BulletSimpleDynamicsWorld.clone? ()
clone method
BulletSimpleDynamicsWorld.debugDrawWorld! ()
BulletBroadphaseInterface BulletSimpleDynamicsWorld.getBroadphase? ()
BulletICollisionObject[] BulletSimpleDynamicsWorld.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 BulletSimpleDynamicsWorld.getConstraint? ( in Integer index )
BulletConstraintSolver BulletSimpleDynamicsWorld.getConstraintSolver? ()
BulletDispatcher BulletSimpleDynamicsWorld.getDispatcher? ()
Boolean BulletSimpleDynamicsWorld.getForceUpdateAllAabbs? ()
Vec3 BulletSimpleDynamicsWorld.getGravity? ()
Integer BulletSimpleDynamicsWorld.getNumCollisionObjects? ()
Integer BulletSimpleDynamicsWorld.getNumConstraints? ()
Data BulletSimpleDynamicsWorld.getPointer? ()
UInt32 BulletSimpleDynamicsWorld.getWorldType? ()
BulletSimpleDynamicsWorld.performDiscreteCollisionDetection! ()
BulletSimpleDynamicsWorld.removeAction! ( in BulletActionInterface action )
BulletSimpleDynamicsWorld.removeCollisionObject! ( in BulletICollisionObject collisionObject )
BulletSimpleDynamicsWorld.removeConstraint! ( in BulletTypedConstraint constraint )
BulletSimpleDynamicsWorld.removeRigidBody! ( in BulletRigidBody body )
BulletSimpleDynamicsWorld.setBroadphase! ( in BulletBroadphaseInterface pairCache )
BulletSimpleDynamicsWorld.setConstraintSolver! ( in BulletConstraintSolver solver )
BulletSimpleDynamicsWorld.setForceUpdateAllAabbs! ( in Boolean forceUpdateAllAabbs )
BulletSimpleDynamicsWorld.setGravity! ( in Vec3 gravity )
Integer BulletSimpleDynamicsWorld.stepSimulation? ( in Scalar timeStep )
Integer BulletSimpleDynamicsWorld.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 BulletSimpleDynamicsWorld.stepSimulation? ( in Scalar timeStep, in Integer maxSubSteps, in Scalar fixedTimeStep )
maxSubSteps/fixedTimeStep for interpolation is currently ignored for BulletSimpleDynamicsWorld, use BulletDiscreteDynamicsWorld instead
BulletSimpleDynamicsWorld.synchronizeMotionStates! ()
BulletSimpleDynamicsWorld.updateAabbs! ()
BulletSimpleDynamicsWorld.updateSingleAabb! ( in BulletICollisionObject colObj )
~ BulletSimpleDynamicsWorld ()
this BulletSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver