public class DiscreteDynamicsWorld extends DynamicsWorld
CollisionWorld.ClosestConvexResultCallback, CollisionWorld.ClosestRayResultCallback, CollisionWorld.ConvexResultCallback, CollisionWorld.LocalConvexResult, CollisionWorld.LocalRayResult, CollisionWorld.LocalShapeInfo, CollisionWorld.RayResultCallback| Constructor and Description |
|---|
DiscreteDynamicsWorld(Dispatcher dispatcher,
BroadphaseInterface pairCache,
ConstraintSolver constraintSolver,
CollisionConfiguration collisionConfiguration) |
| Modifier and Type | Method and Description |
|---|---|
void |
addAction(ActionInterface action) |
void |
addConstraint(TypedConstraint constraint,
boolean disableCollisionsBetweenLinkedBodies) |
void |
addRigidBody(RigidBody body) |
void |
addRigidBody(RigidBody body,
short group,
short mask) |
void |
addVehicle(RaycastVehicle vehicle) |
void |
applyGravity()
Apply gravity, call this once per timestep.
|
void |
clearForces() |
void |
debugDrawObject(Transform worldTransform,
CollisionShape shape,
Vector3f color) |
void |
debugDrawWorld() |
ActionInterface |
getAction(int index) |
CollisionWorld |
getCollisionWorld() |
TypedConstraint |
getConstraint(int index) |
ConstraintSolver |
getConstraintSolver() |
Vector3f |
getGravity(Vector3f out) |
int |
getNumActions() |
int |
getNumConstraints() |
SimulationIslandManager |
getSimulationIslandManager() |
DynamicsWorldType |
getWorldType() |
void |
removeAction(ActionInterface action) |
void |
removeConstraint(TypedConstraint constraint) |
void |
removeRigidBody(RigidBody body) |
void |
removeVehicle(RaycastVehicle vehicle) |
void |
setConstraintSolver(ConstraintSolver solver) |
void |
setGravity(Vector3f gravity)
Once a rigidbody is added to the dynamics world, it will get this gravity assigned.
|
void |
setNumTasks(int numTasks) |
int |
stepSimulation(float timeStep,
int maxSubSteps,
float fixedTimeStep)
Proceeds the simulation over 'timeStep', units in preferably in seconds.
|
void |
updateActions(float timeStep) |
addConstraint, getSolverInfo, getWorldUserInfo, setInternalTickCallback, setWorldUserInfo, stepSimulation, stepSimulationaddCollisionObject, addCollisionObject, convexSweepTest, destroy, getBroadphase, getCollisionObjectArray, getDebugDrawer, getDispatcher, getDispatchInfo, getNumCollisionObjects, getPairCache, objectQuerySingle, performDiscreteCollisionDetection, rayTest, rayTestSingle, removeCollisionObject, setBroadphase, setDebugDrawer, updateAabbs, updateSingleAabbpublic DiscreteDynamicsWorld(Dispatcher dispatcher, BroadphaseInterface pairCache, ConstraintSolver constraintSolver, CollisionConfiguration collisionConfiguration)
public void debugDrawWorld()
debugDrawWorld in class DynamicsWorldpublic void clearForces()
clearForces in class DynamicsWorldpublic void applyGravity()
public int stepSimulation(float timeStep,
int maxSubSteps,
float fixedTimeStep)
DynamicsWorldBy default, Bullet will subdivide the timestep in constant 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 constant.
stepSimulation in class DynamicsWorldpublic void setGravity(Vector3f gravity)
DynamicsWorldsetGravity in class DynamicsWorldpublic Vector3f getGravity(Vector3f out)
getGravity in class DynamicsWorldpublic void removeRigidBody(RigidBody body)
removeRigidBody in class DynamicsWorldpublic void addRigidBody(RigidBody body)
addRigidBody in class DynamicsWorldpublic void addRigidBody(RigidBody body, short group, short mask)
public void updateActions(float timeStep)
public void addConstraint(TypedConstraint constraint, boolean disableCollisionsBetweenLinkedBodies)
addConstraint in class DynamicsWorldpublic void removeConstraint(TypedConstraint constraint)
removeConstraint in class DynamicsWorldpublic void addAction(ActionInterface action)
addAction in class DynamicsWorldpublic void removeAction(ActionInterface action)
removeAction in class DynamicsWorldpublic void addVehicle(RaycastVehicle vehicle)
addVehicle in class DynamicsWorldpublic void removeVehicle(RaycastVehicle vehicle)
removeVehicle in class DynamicsWorldpublic void debugDrawObject(Transform worldTransform, CollisionShape shape, Vector3f color)
public void setConstraintSolver(ConstraintSolver solver)
setConstraintSolver in class DynamicsWorldpublic ConstraintSolver getConstraintSolver()
getConstraintSolver in class DynamicsWorldpublic int getNumConstraints()
getNumConstraints in class DynamicsWorldpublic TypedConstraint getConstraint(int index)
getConstraint in class DynamicsWorldpublic int getNumActions()
getNumActions in class DynamicsWorldpublic ActionInterface getAction(int index)
getAction in class DynamicsWorldpublic SimulationIslandManager getSimulationIslandManager()
public CollisionWorld getCollisionWorld()
public DynamicsWorldType getWorldType()
getWorldType in class DynamicsWorldpublic void setNumTasks(int numTasks)