btAlignedObjectArray< btSoftBody * > btSoftBodyArray
The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet This implementation is s...
The btSoftBody is an class to simulate cloth and volumetric soft bodies.
btSoftBodySolver * m_softBodySolver
Solver classes that encapsulate multiple soft bodies for solving.
btSoftBodyArray & getSoftBodyArray()
virtual void predictUnconstraintMotion(btScalar timeStep)
static void rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
rayTestSingle performs a raycast call and calls the resultCallback.
const btSoftBodyArray & getSoftBodyArray() const
const btSoftBodyWorldInfo & getWorldInfo() const
void removeSoftBody(btSoftBody *body)
btSoftBodyWorldInfo m_sbi
virtual void internalSingleStepSimulation(btScalar timeStep)
virtual void debugDrawWorld()
virtual void serialize(btSerializer *serializer)
Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see B...
virtual btDynamicsWorldType getWorldType() const
virtual ~btSoftMultiBodyDynamicsWorld()
btSoftBodyArray m_softBodies
void solveSoftBodiesConstraints(btScalar timeStep)
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
btSoftBodyWorldInfo & getWorldInfo()
void addSoftBody(btSoftBody *body, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter)
virtual void rayTest(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, RayResultCallback &resultCallback) const
rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback This ...
void serializeSoftBodies(btSerializer *serializer)