BulletSoftRigidDynamicsWorld.kl

Types

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

  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 ()