| Package | Description |
|---|---|
| org.bytedeco.bullet.Bullet3Collision | |
| org.bytedeco.bullet.Bullet3Common | |
| org.bytedeco.bullet.Bullet3OpenCL | |
| org.bytedeco.bullet.global |
| Modifier and Type | Method and Description |
|---|---|
b3Quaternion |
b3GpuChildShape.m_childOrientation() |
b3Quaternion |
b3RigidBodyData.m_quat() |
| Modifier and Type | Method and Description |
|---|---|
b3GpuChildShape |
b3GpuChildShape.m_childOrientation(b3Quaternion setter) |
b3RigidBodyData |
b3RigidBodyData.m_quat(b3Quaternion setter) |
| Modifier and Type | Method and Description |
|---|---|
b3Quaternion |
b3Quaternion.add(b3Quaternion q2)
\brief Return the sum of this quaternion and the other
|
b3Quaternion |
b3Quaternion.addPut(b3Quaternion q)
\brief Add two quaternions
|
b3Quaternion |
b3Quaternion.divide(float s)
\brief Return an inversely scaled versionof this quaternion
|
b3Quaternion |
b3Quaternion.dividePut(float s)
\brief Inversely scale this quaternion
|
b3Quaternion |
b3Quaternion.farthest(b3Quaternion qd)
\todo document this and it's use
|
static b3Quaternion |
b3Quaternion.getIdentity() |
b3Quaternion |
b3Quaternion.getPointer(long i) |
b3Quaternion |
b3Transform.getRotation()
\brief Return a quaternion representing the rotation
|
b3Quaternion |
b3Quaternion.inverse()
\brief Return the inverse of this quaternion
|
b3Quaternion |
b3Transform.multiply(b3Quaternion q)
\brief Return the transform of the b3Quaternion
|
b3Quaternion |
b3Quaternion.multiply(float s)
\brief Return a scaled version of this quaternion
|
b3Quaternion |
b3Quaternion.multiplyPut(b3Quaternion q)
\brief Multiply this quaternion by q on the right
|
b3Quaternion |
b3Quaternion.multiplyPut(float s)
\brief Scale this quaternion
|
b3Quaternion |
b3Quaternion.nearest(b3Quaternion qd)
\todo document this and it's use
|
b3Quaternion |
b3Quaternion.normalize()
\brief Normalize the quaternion
Such that x^2 + y^2 + z^2 +w^2 = 1
|
b3Quaternion |
b3Quaternion.normalized()
\brief Return a normalized version of this quaternion
|
b3Quaternion |
b3Quaternion.position(long position) |
b3Quaternion |
b3Quaternion.slerp(b3Quaternion q,
float t)
\brief Return the quaternion which is the result of Spherical Linear Interpolation between this and the other quaternion
|
b3Quaternion |
b3Quaternion.subtract()
\brief Return the negative of this quaternion
This simply negates each element
|
b3Quaternion |
b3Quaternion.subtract(b3Quaternion q2)
\brief Return the difference between this quaternion and the other
|
b3Quaternion |
b3Quaternion.subtractPut(b3Quaternion q)
\brief Subtract out a quaternion
|
| Modifier and Type | Method and Description |
|---|---|
b3Quaternion |
b3Quaternion.add(b3Quaternion q2)
\brief Return the sum of this quaternion and the other
|
b3Quaternion |
b3Quaternion.addPut(b3Quaternion q)
\brief Add two quaternions
|
float |
b3Quaternion.angle(b3Quaternion q)
\brief Return the angle between this quaternion and the other
|
static void |
b3TransformUtil.calculateDiffAxisAngleQuaternion(b3Quaternion orn0,
b3Quaternion orn1a,
b3Vector3 axis,
float[] angle) |
static void |
b3TransformUtil.calculateDiffAxisAngleQuaternion(b3Quaternion orn0,
b3Quaternion orn1a,
b3Vector3 axis,
FloatBuffer angle) |
static void |
b3TransformUtil.calculateDiffAxisAngleQuaternion(b3Quaternion orn0,
b3Quaternion orn1a,
b3Vector3 axis,
FloatPointer angle) |
static void |
b3TransformUtil.calculateVelocityQuaternion(b3Vector3 pos0,
b3Vector3 pos1,
b3Quaternion orn0,
b3Quaternion orn1,
float timeStep,
b3Vector3 linVel,
b3Vector3 angVel) |
float |
b3Quaternion.dot(b3Quaternion q)
\brief Return the dot product between this quaternion and another
|
b3Quaternion |
b3Quaternion.farthest(b3Quaternion qd)
\todo document this and it's use
|
void |
b3Matrix3x3.getRotation(b3Quaternion q)
\brief Get the matrix represented as a quaternion
|
b3Quaternion |
b3Transform.multiply(b3Quaternion q)
\brief Return the transform of the b3Quaternion
|
b3Quaternion |
b3Quaternion.multiplyPut(b3Quaternion q)
\brief Multiply this quaternion by q on the right
|
b3Quaternion |
b3Quaternion.nearest(b3Quaternion qd)
\todo document this and it's use
|
void |
b3Matrix3x3.setRotation(b3Quaternion q)
\brief Set the matrix from a quaternion
|
void |
b3Transform.setRotation(b3Quaternion q)
\brief Set the rotational element by b3Quaternion
|
b3Quaternion |
b3Quaternion.slerp(b3Quaternion q,
float t)
\brief Return the quaternion which is the result of Spherical Linear Interpolation between this and the other quaternion
|
b3Quaternion |
b3Quaternion.subtract(b3Quaternion q2)
\brief Return the difference between this quaternion and the other
|
b3Quaternion |
b3Quaternion.subtractPut(b3Quaternion q)
\brief Subtract out a quaternion
|
| Constructor and Description |
|---|
b3Matrix3x3(b3Quaternion q)
\brief Constructor from Quaternion
|
b3Transform(b3Quaternion q) |
b3Transform(b3Quaternion q,
b3Vector3 c)
\brief Constructor from b3Quaternion (optional b3Vector3 )
|
| Modifier and Type | Method and Description |
|---|---|
b3Quaternion |
b3GpuGenericConstraint.m_relTargetAB() |
| Modifier and Type | Method and Description |
|---|---|
b3GpuGenericConstraint |
b3GpuGenericConstraint.m_relTargetAB(b3Quaternion setter) |
| Modifier and Type | Method and Description |
|---|---|
static b3Quaternion |
Bullet3Common.b3Inverse(b3Quaternion q)
\brief Return the inverse of a quaternion
|
static b3Quaternion |
Bullet3Common.b3QuatInverse(b3Quaternion orn) |
static b3Quaternion |
Bullet3Common.b3QuatMul(b3Quaternion rot0,
b3Quaternion rot1) |
static b3Quaternion |
Bullet3Common.b3QuatNormalized(b3Quaternion orn) |
static b3Quaternion |
Bullet3Common.b3ShortestArcQuat(b3Vector3 v0,
b3Vector3 v1) |
static b3Quaternion |
Bullet3Common.b3ShortestArcQuatNormalize2(b3Vector3 v0,
b3Vector3 v1) |
static b3Quaternion |
Bullet3Common.b3Slerp(b3Quaternion q1,
b3Quaternion q2,
float t)
\brief Return the result of spherical linear interpolation betwen two quaternions
|
static b3Quaternion |
Bullet3Common.multiply(b3Quaternion q1,
b3Quaternion q2)
\brief Return the product of two quaternions
|
static b3Quaternion |
Bullet3Common.multiply(b3Quaternion q,
b3Vector3 w) |
static b3Quaternion |
Bullet3Common.multiply(b3Vector3 w,
b3Quaternion q) |
| Modifier and Type | Method and Description |
|---|---|
static float |
Bullet3Common.b3Angle(b3Quaternion q1,
b3Quaternion q2)
\brief Return the angle between two quaternions
|
static int |
Bullet3Collision.b3ClipFaceAgainstHull(b3Vector3 separatingNormal,
b3ConvexPolyhedronData hullA,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 worldVertsB1,
int numWorldVertsB1,
b3Vector3 worldVertsB2,
int capacityWorldVertsB2,
float minDist,
float maxDist,
b3Vector3Array verticesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3 contactsOut,
int contactCapacity) |
static int |
Bullet3Collision.b3ClipHullAgainstHull(b3Vector3 separatingNormal,
b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 worldVertsB1,
b3Vector3 worldVertsB2,
int capacityWorldVerts,
float minDist,
float maxDist,
b3Vector3Array verticesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3Vector3 contactsOut,
int contactCapacity) |
static int |
Bullet3Collision.b3ClipHullHullSingle(int bodyIndexA,
int bodyIndexB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
int collidableIndexA,
int collidableIndexB,
b3RigidBodyDataArray bodyBuf,
b3Contact4DataArray globalContactOut,
int[] nContacts,
b3ConvexPolyhedronDataArray hostConvexDataA,
b3ConvexPolyhedronDataArray hostConvexDataB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3CollidableArray hostCollidablesA,
b3CollidableArray hostCollidablesB,
b3Vector3 sepNormalWorldSpace,
int maxContactCapacity) |
static int |
Bullet3Collision.b3ClipHullHullSingle(int bodyIndexA,
int bodyIndexB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
int collidableIndexA,
int collidableIndexB,
b3RigidBodyDataArray bodyBuf,
b3Contact4DataArray globalContactOut,
IntBuffer nContacts,
b3ConvexPolyhedronDataArray hostConvexDataA,
b3ConvexPolyhedronDataArray hostConvexDataB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3CollidableArray hostCollidablesA,
b3CollidableArray hostCollidablesB,
b3Vector3 sepNormalWorldSpace,
int maxContactCapacity) |
static int |
Bullet3Collision.b3ClipHullHullSingle(int bodyIndexA,
int bodyIndexB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
int collidableIndexA,
int collidableIndexB,
b3RigidBodyDataArray bodyBuf,
b3Contact4DataArray globalContactOut,
IntPointer nContacts,
b3ConvexPolyhedronDataArray hostConvexDataA,
b3ConvexPolyhedronDataArray hostConvexDataB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3CollidableArray hostCollidablesA,
b3CollidableArray hostCollidablesB,
b3Vector3 sepNormalWorldSpace,
int maxContactCapacity) |
static float |
Bullet3Common.b3Dot(b3Quaternion q1,
b3Quaternion q2)
\brief Calculate the dot product between two quaternions
|
static boolean |
Bullet3Collision.b3FindSeparatingAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA1,
b3Quaternion ornA,
b3Vector3 posB1,
b3Quaternion ornB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3Vector3 sep) |
static b3Quaternion |
Bullet3Common.b3Inverse(b3Quaternion q)
\brief Return the inverse of a quaternion
|
static float |
Bullet3Common.b3Length(b3Quaternion q)
\brief Return the length of a quaternion
|
static void |
Bullet3Collision.b3ProjectAxis(b3ConvexPolyhedronData hull,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 dir,
b3Vector3Array vertices,
float[] min,
float[] max) |
static void |
Bullet3Collision.b3ProjectAxis(b3ConvexPolyhedronData hull,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 dir,
b3Vector3Array vertices,
FloatBuffer min,
FloatBuffer max) |
static void |
Bullet3Collision.b3ProjectAxis(b3ConvexPolyhedronData hull,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 dir,
b3Vector3Array vertices,
FloatPointer min,
FloatPointer max) |
static b3Matrix3x3 |
Bullet3Common.b3QuatGetRotationMatrix(b3Quaternion quat) |
static b3Quaternion |
Bullet3Common.b3QuatInverse(b3Quaternion orn) |
static b3Quaternion |
Bullet3Common.b3QuatMul(b3Quaternion rot0,
b3Quaternion rot1) |
static b3Quaternion |
Bullet3Common.b3QuatNormalized(b3Quaternion orn) |
static b3Vector3 |
Bullet3Common.b3QuatRotate(b3Quaternion rotation,
b3Vector3 v) |
static b3Quaternion |
Bullet3Common.b3Slerp(b3Quaternion q1,
b3Quaternion q2,
float t)
\brief Return the result of spherical linear interpolation betwen two quaternions
|
static boolean |
Bullet3Collision.b3TestSepAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 sep_axis,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
float[] depth) |
static boolean |
Bullet3Collision.b3TestSepAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 sep_axis,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
FloatBuffer depth) |
static boolean |
Bullet3Collision.b3TestSepAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 sep_axis,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
FloatPointer depth) |
static void |
Bullet3Collision.b3TransformAabb2(b3Vector3 localAabbMin,
b3Vector3 localAabbMax,
float margin,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 aabbMinOut,
b3Vector3 aabbMaxOut) |
static b3Vector3 |
Bullet3Common.b3TransformPoint(b3Vector3 point,
b3Vector3 translation,
b3Quaternion orientation) |
static b3Quaternion |
Bullet3Common.multiply(b3Quaternion q1,
b3Quaternion q2)
\brief Return the product of two quaternions
|
static b3Quaternion |
Bullet3Common.multiply(b3Quaternion q,
b3Vector3 w) |
static b3Quaternion |
Bullet3Common.multiply(b3Vector3 w,
b3Quaternion q) |
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