BulletSoftRigidDynamicsWorld (object)¶
object BulletSoftRigidDynamicsWorld : BulletDiscreteDynamicsWorld
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¶
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 )