16#ifndef BT_SIMPLE_DYNAMICS_WORLD_H
17#define BT_SIMPLE_DYNAMICS_WORLD_H
@ BT_SIMPLE_DYNAMICS_WORLD
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,...
btCollisionObject can be used to manage collision detection objects.
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,...
The btOverlappingPairCache provides an interface for overlapping pair management (add,...
The btRigidBody is the main class for rigid body objects.
The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics w...
bool m_ownsConstraintSolver
btConstraintSolver * m_constraintSolver
virtual btConstraintSolver * getConstraintSolver()
btSimpleDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
virtual void addRigidBody(btRigidBody *body)
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
virtual void updateAabbs()
virtual void setConstraintSolver(btConstraintSolver *solver)
virtual void synchronizeMotionStates()
virtual void removeAction(btActionInterface *action)
void integrateTransforms(btScalar timeStep)
virtual void debugDrawWorld()
virtual void removeRigidBody(btRigidBody *body)
virtual btVector3 getGravity() const
virtual void clearForces()
void predictUnconstraintMotion(btScalar timeStep)
virtual void setGravity(const btVector3 &gravity)
virtual void addAction(btActionInterface *action)
virtual ~btSimpleDynamicsWorld()
virtual btDynamicsWorldType getWorldType() const
virtual int stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))
maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld,...
btVector3 can be used to represent 3D points and vectors.