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