public class GImpactCollisionAlgorithm extends CollisionAlgorithm
For register this algorithm in Bullet, proceed as following:
CollisionDispatcher dispatcher = (CollisionDispatcher)dynamicsWorld.getDispatcher(); GImpactCollisionAlgorithm.registerAlgorithm(dispatcher);
| Modifier and Type | Class and Description |
|---|---|
static class |
GImpactCollisionAlgorithm.CreateFunc |
| Constructor and Description |
|---|
GImpactCollisionAlgorithm() |
init, init, internalGetCreateFunc, internalSetCreateFuncpublic void init(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1)
public void destroy()
destroy in class CollisionAlgorithmpublic void processCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
processCollision in class CollisionAlgorithmpublic void gimpact_vs_gimpact(CollisionObject body0, CollisionObject body1, GImpactShapeInterface shape0, GImpactShapeInterface shape1)
public void gimpact_vs_shape(CollisionObject body0, CollisionObject body1, GImpactShapeInterface shape0, CollisionShape shape1, boolean swapped)
public void gimpact_vs_compoundshape(CollisionObject body0, CollisionObject body1, GImpactShapeInterface shape0, CompoundShape shape1, boolean swapped)
public void gimpact_vs_concave(CollisionObject body0, CollisionObject body1, GImpactShapeInterface shape0, ConcaveShape shape1, boolean swapped)
public void setFace0(int value)
public int getFace0()
public void setFace1(int value)
public int getFace1()
public void setPart0(int value)
public int getPart0()
public void setPart1(int value)
public int getPart1()
public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
calculateTimeOfImpact in class CollisionAlgorithmpublic void getAllContactManifolds(ObjectArrayList<PersistentManifold> manifoldArray)
getAllContactManifolds in class CollisionAlgorithmpublic static void registerAlgorithm(CollisionDispatcher dispatcher)