16#ifndef BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
17#define BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
23#ifndef BT_SOFT_RIGID_DYNAMICS_WORLD_H
91 virtual void rayTest(
const btVector3& rayFromWorld,
const btVector3& rayToWorld, RayResultCallback& resultCallback)
const;
100 RayResultCallback& resultCallback);
@ BT_SOFT_MULTIBODY_DYNAMICS_WORLD
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btAlignedObjectArray< btSoftBody * > btSoftBodyArray
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 btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
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 ...
btSoftMultiBodyDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btMultiBodyConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration, btSoftBodySolver *softBodySolver=0)
void serializeSoftBodies(btSerializer *serializer)
btVector3 can be used to represent 3D points and vectors.