BulletSoftRigidDynamicsWorld (object)

object BulletSoftRigidDynamicsWorld : BulletDiscreteDynamicsWorld

BulletSoftRigidDynamicsWorld BulletSoftRigidDynamicsWorld BulletSoftRigidDynamicsWorld BulletCollisionWorld BulletCollisionWorld BulletSoftRigidDynamicsWorld->BulletCollisionWorld BulletDynamicsWorld BulletDynamicsWorld BulletSoftRigidDynamicsWorld->BulletDynamicsWorld

Members

Data pointer  
BulletDispatcher __dispatcher  
BulletBroadphaseInterface __pairCache  
BulletConstraintSolver __constraintSolver  
BulletCollisionConfiguration __collisionConfiguration  
BulletICollisionObject[] __collisionObjects  
BulletTypedConstraint[] __constraints  
BulletActionInterface[] __actions  
BulletSoftBody[] __softBodies  
BulletSoftBodyWorldInfo __sbi  
BulletSoftBodySolver __softBodySolver Solver classes that encapsulate multiple soft bodies for solving

Methods

  BulletSoftRigidDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )
  BulletSoftRigidDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration, in BulletSoftBodySolver softBodySolver )
  BulletSoftRigidDynamicsWorld ( in BulletSoftRigidDynamicsWorld other )
  BulletSoftRigidDynamicsWorld ()
  __addAction ! ( in BulletActionInterface action )
  __addCollisionObject ! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
  __addConstraint ! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
  __addRigidBody ! ( in BulletRigidBody body )
  __addSoftBody ! ( in BulletSoftBody body )
  __addSoftBody ! ( in BulletSoftBody body, in UInt16 group, in UInt16 mask )
  __construct ! ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration, in BulletSoftBodySolver softBodySolver )
  __destroy ! ()
  __removeAction ! ( in BulletActionInterface action )
  __removeCollisionObject ! ( in BulletICollisionObject collisionObject )
  __removeConstraint ! ( in BulletTypedConstraint constraint )
  __removeRigidBody ! ( in BulletRigidBody body )
  __removeSoftBody ! ( in BulletSoftBody body )
  __setBroadphase ! ( in BulletBroadphaseInterface pairCache )
  __setConstraintSolver ! ( in BulletConstraintSolver solver )
  addAction ! ( in BulletActionInterface action )
  addCollisionObject ! ( in BulletICollisionObject collisionObject )
  addCollisionObject ! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )
  addConstraint ! ( in BulletTypedConstraint constraint )
  addConstraint ! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )
  addRigidBody ! ( in BulletRigidBody body )
  addSoftBody ! ( in BulletSoftBody body )
  addSoftBody ! ( in BulletSoftBody body, in UInt16 group, in UInt16 mask )
  applyGravity ! ()
  clearForces ! ()
BulletSoftRigidDynamicsWorld clone ? ()
BulletBroadphaseInterface getBroadphase ? ()
BulletICollisionObject[] getCollisionObjectArray ? ()
BulletTypedConstraint getConstraint ? ( in Integer index )
BulletConstraintSolver getConstraintSolver ? ()
BulletDispatcher getDispatcher ? ()
Boolean getForceUpdateAllAabbs ? ()
Vec3 getGravity ? ()
Integer getNumCollisionObjects ? ()
Integer getNumConstraints ? ()
Size getNumSoftBodies ? ()
Data getPointer ? ()
BulletSoftBody getSoftBody ? ( in Size index )
BulletSoftBody[] getSoftBodyArray ? ()
Boolean getSynchronizeAllMotionStates ? ()
BulletSoftBodyWorldInfo getWorldInfo ? ()
UInt32 getWorldType ? ()
  performDiscreteCollisionDetection ! ()
  removeAction ! ( in BulletActionInterface action )
  removeCollisionObject ! ( in BulletICollisionObject collisionObject )
  removeConstraint ! ( in BulletTypedConstraint constraint )
  removeRigidBody ! ( in BulletRigidBody body )
  removeSoftBody ! ( in BulletSoftBody body )
  setBroadphase ! ( in BulletBroadphaseInterface pairCache )
  setConstraintSolver ! ( in BulletConstraintSolver solver )
  setForceUpdateAllAabbs ! ( in Boolean forceUpdateAllAabbs )
  setGravity ! ( in Vec3 gravity )
  setNumTasks ! ( in Integer numTasks )
  setSynchronizeAllMotionStates ! ( in Boolean synchronizeAll )
Integer stepSimulation ? ( in Scalar timeStep )
Integer stepSimulation ? ( in Scalar timeStep, in Integer maxSubSteps )
Integer stepSimulation ? ( in Scalar timeStep, in Integer maxSubSteps, in Scalar fixedTimeStep )
  synchronizeMotionStates ! ()
  synchronizeSingleMotionState ! ( in BulletRigidBody body )
  updateAabbs ! ()
  updateSingleAabb ! ( in BulletICollisionObject colObj )
  ~BulletSoftRigidDynamicsWorld ()

Methods in detail

BulletSoftRigidDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration )

this BulletSoftRigidDynamicsWorld constructor gets created objects from the user, and will not delete those


BulletSoftRigidDynamicsWorld ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration, in BulletSoftBodySolver softBodySolver )


BulletSoftRigidDynamicsWorld ( in BulletSoftRigidDynamicsWorld other )

copy constructor


BulletSoftRigidDynamicsWorld ()

default constructor


BulletSoftRigidDynamicsWorld.__addAction! ( in BulletActionInterface action )


BulletSoftRigidDynamicsWorld.__addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )


BulletSoftRigidDynamicsWorld.__addConstraint! ( in BulletTypedConstraint constraint, in Boolean disableCollisionsBetweenLinkedBodies )


BulletSoftRigidDynamicsWorld.__addRigidBody! ( in BulletRigidBody body )


BulletSoftRigidDynamicsWorld.__addSoftBody! ( in BulletSoftBody body )


BulletSoftRigidDynamicsWorld.__addSoftBody! ( in BulletSoftBody body, in UInt16 group, in UInt16 mask )


BulletSoftRigidDynamicsWorld.__construct! ( in BulletDispatcher dispatcher, in BulletBroadphaseInterface pairCache, in BulletConstraintSolver constraintSolver, in BulletCollisionConfiguration collisionConfiguration, in BulletSoftBodySolver softBodySolver )


BulletSoftRigidDynamicsWorld.__destroy! ()


BulletSoftRigidDynamicsWorld.__removeAction! ( in BulletActionInterface action )


BulletSoftRigidDynamicsWorld.__removeCollisionObject! ( in BulletICollisionObject collisionObject )


BulletSoftRigidDynamicsWorld.__removeConstraint! ( in BulletTypedConstraint constraint )


BulletSoftRigidDynamicsWorld.__removeRigidBody! ( in BulletRigidBody body )


BulletSoftRigidDynamicsWorld.__removeSoftBody! ( in BulletSoftBody body )


BulletSoftRigidDynamicsWorld.__setBroadphase! ( in BulletBroadphaseInterface pairCache )


BulletSoftRigidDynamicsWorld.__setConstraintSolver! ( in BulletConstraintSolver solver )


BulletSoftRigidDynamicsWorld.addAction! ( in BulletActionInterface action )


BulletSoftRigidDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject )


BulletSoftRigidDynamicsWorld.addCollisionObject! ( in BulletICollisionObject collisionObject, in SInt16 collisionFilterGroup, in SInt16 collisionFilterMask )


BulletSoftRigidDynamicsWorld.addConstraint! ( in BulletTypedConstraint constraint )


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


BulletSoftRigidDynamicsWorld.addRigidBody! ( in BulletRigidBody body )


BulletSoftRigidDynamicsWorld.addSoftBody! ( in BulletSoftBody body )


BulletSoftRigidDynamicsWorld.addSoftBody! ( in BulletSoftBody body, in UInt16 group, in UInt16 mask )


BulletSoftRigidDynamicsWorld.applyGravity! ()

apply gravity, call this once per timestep


BulletSoftRigidDynamicsWorld.clearForces! ()

the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.


BulletSoftRigidDynamicsWorld BulletSoftRigidDynamicsWorld.clone? ()

clone method


BulletBroadphaseInterface BulletSoftRigidDynamicsWorld.getBroadphase? ()


BulletICollisionObject[] BulletSoftRigidDynamicsWorld.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 BulletSoftRigidDynamicsWorld.getConstraint? ( in Integer index )


BulletConstraintSolver BulletSoftRigidDynamicsWorld.getConstraintSolver? ()


BulletDispatcher BulletSoftRigidDynamicsWorld.getDispatcher? ()


Boolean BulletSoftRigidDynamicsWorld.getForceUpdateAllAabbs? ()


Vec3 BulletSoftRigidDynamicsWorld.getGravity? ()


Integer BulletSoftRigidDynamicsWorld.getNumCollisionObjects? ()


Integer BulletSoftRigidDynamicsWorld.getNumConstraints? ()


Size BulletSoftRigidDynamicsWorld.getNumSoftBodies? ()


Data BulletSoftRigidDynamicsWorld.getPointer? ()


BulletSoftBody BulletSoftRigidDynamicsWorld.getSoftBody? ( in Size index )


BulletSoftBody[] BulletSoftRigidDynamicsWorld.getSoftBodyArray? ()


Boolean BulletSoftRigidDynamicsWorld.getSynchronizeAllMotionStates? ()


BulletSoftBodyWorldInfo BulletSoftRigidDynamicsWorld.getWorldInfo? ()


UInt32 BulletSoftRigidDynamicsWorld.getWorldType? ()


BulletSoftRigidDynamicsWorld.performDiscreteCollisionDetection! ()


BulletSoftRigidDynamicsWorld.removeAction! ( in BulletActionInterface action )


BulletSoftRigidDynamicsWorld.removeCollisionObject! ( in BulletICollisionObject collisionObject )


BulletSoftRigidDynamicsWorld.removeConstraint! ( in BulletTypedConstraint constraint )


BulletSoftRigidDynamicsWorld.removeRigidBody! ( in BulletRigidBody body )


BulletSoftRigidDynamicsWorld.removeSoftBody! ( in BulletSoftBody body )


BulletSoftRigidDynamicsWorld.setBroadphase! ( in BulletBroadphaseInterface pairCache )


BulletSoftRigidDynamicsWorld.setConstraintSolver! ( in BulletConstraintSolver solver )


BulletSoftRigidDynamicsWorld.setForceUpdateAllAabbs! ( in Boolean forceUpdateAllAabbs )


BulletSoftRigidDynamicsWorld.setGravity! ( in Vec3 gravity )


BulletSoftRigidDynamicsWorld.setNumTasks! ( in Integer numTasks )


BulletSoftRigidDynamicsWorld.setSynchronizeAllMotionStates! ( in Boolean synchronizeAll )


Integer BulletSoftRigidDynamicsWorld.stepSimulation? ( in Scalar timeStep )


Integer BulletSoftRigidDynamicsWorld.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 BulletSoftRigidDynamicsWorld.stepSimulation? ( in Scalar timeStep, in Integer maxSubSteps, in Scalar fixedTimeStep )


BulletSoftRigidDynamicsWorld.synchronizeMotionStates! ()


BulletSoftRigidDynamicsWorld.synchronizeSingleMotionState! ( in BulletRigidBody body )

this can be useful to synchronize a single rigid body -> graphics object


BulletSoftRigidDynamicsWorld.updateAabbs! ()


BulletSoftRigidDynamicsWorld.updateSingleAabb! ( in BulletICollisionObject colObj )


~ BulletSoftRigidDynamicsWorld ()