Bullet Collision Detection & Physics Library
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16 #ifndef BT_DYNAMICS_WORLD_H
17 #define BT_DYNAMICS_WORLD_H
72 (void)disableCollisionsBetweenLinkedBodies;
174 #endif //BT_DYNAMICS_WORLD_H
TypedConstraint is the baseclass for Bullet constraints and vehicles.
virtual void synchronizeMotionStates()=0
The btRigidBody is the main class for rigid body objects.
btInternalTickCallback m_internalTickCallback
btInternalTickCallback m_internalPreTickCallback
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
@ BT_DISCRETE_DYNAMICS_WORLD
virtual btTypedConstraint * getConstraint(int index)
virtual void removeCharacter(btActionInterface *character)
obsolete, use removeAction instead
btContactSolverInfo & getSolverInfo()
btContactSolverInfoFloatData m_solverInfo
virtual btVector3 getGravity() const =0
The btDynamicsWorld is the interface class for several dynamics implementation, basic,...
@ BT_DEFORMABLE_MULTIBODY_DYNAMICS_WORLD
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
virtual btConstraintSolver * getConstraintSolver()=0
void setWorldUserInfo(void *worldUserInfo)
virtual void removeRigidBody(btRigidBody *body)=0
@ BT_SOFT_RIGID_DYNAMICS_WORLD
virtual void addConstraint(btTypedConstraint *constraint, bool disableCollisionsBetweenLinkedBodies=false)
virtual void clearForces()=0
virtual void addCharacter(btActionInterface *character)
obsolete, use addAction instead.
virtual int getNumConstraints() const
virtual void debugDrawWorld()=0
void setInternalTickCallback(btInternalTickCallback cb, void *worldUserInfo=0, bool isPreTick=false)
Set the callback for when an internal tick (simulation substep) happens, optional user info.
void * getWorldUserInfo() const
virtual void addRigidBody(btRigidBody *body)=0
const btContactSolverInfo & getSolverInfo() const
Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWor...
virtual void addRigidBody(btRigidBody *body, int group, int mask)=0
btVector3 can be used to represent 3D points and vectors.
virtual void setGravity(const btVector3 &gravity)=0
virtual ~btDynamicsWorld()
@ BT_CONTINUOUS_DYNAMICS_WORLD
btContactSolverInfo m_solverInfo
btDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphase, btCollisionConfiguration *collisionConfiguration)
btContactSolverInfoDoubleData m_solverInfo
virtual void removeVehicle(btActionInterface *vehicle)
obsolete, use removeAction instead
virtual void removeAction(btActionInterface *action)=0
btVector3DoubleData m_gravity
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs.
virtual void removeConstraint(btTypedConstraint *constraint)
virtual void setConstraintSolver(btConstraintSolver *solver)=0
@ BT_SIMPLE_DYNAMICS_WORLD
void(* btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep)
Type for the callback for each tick.
virtual int stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0
stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
virtual void addVehicle(btActionInterface *vehicle)
obsolete, use addAction instead.
virtual btDynamicsWorldType getWorldType() const =0
CollisionWorld is interface and container for the collision detection.
virtual void addAction(btActionInterface *action)=0
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size,...
@ BT_SOFT_MULTIBODY_DYNAMICS_WORLD
btVector3FloatData m_gravity
virtual const btTypedConstraint * getConstraint(int index) const