@NoOffset @Properties(inherit=Bullet3OpenCL.class) public class b3GpuRigidBodyPipeline extends Pointer
Pointer.CustomDeallocator, Pointer.Deallocator, Pointer.NativeDeallocator, Pointer.ReferenceCounter| Constructor and Description |
|---|
b3GpuRigidBodyPipeline(Pointer p)
Pointer cast constructor.
|
b3GpuRigidBodyPipeline(Pointer ctx,
Pointer device,
Pointer q,
b3GpuNarrowPhase narrowphase,
b3GpuBroadphaseInterface broadphaseSap,
b3DynamicBvhBroadphase broadphaseDbvt,
b3Config config) |
| Modifier and Type | Method and Description |
|---|---|
void |
addConstraint(b3TypedConstraint constraint) |
void |
castRays(b3RayInfoArray rays,
b3RayHitArray hitResults) |
void |
copyConstraintsToHost() |
int |
createFixedConstraint(int bodyA,
int bodyB,
float[] pivotInA,
float[] pivotInB,
float[] relTargetAB,
float breakingThreshold) |
int |
createFixedConstraint(int bodyA,
int bodyB,
FloatBuffer pivotInA,
FloatBuffer pivotInB,
FloatBuffer relTargetAB,
float breakingThreshold) |
int |
createFixedConstraint(int bodyA,
int bodyB,
FloatPointer pivotInA,
FloatPointer pivotInB,
FloatPointer relTargetAB,
float breakingThreshold) |
int |
createPoint2PointConstraint(int bodyA,
int bodyB,
float[] pivotInA,
float[] pivotInB,
float breakingThreshold) |
int |
createPoint2PointConstraint(int bodyA,
int bodyB,
FloatBuffer pivotInA,
FloatBuffer pivotInB,
float breakingThreshold) |
int |
createPoint2PointConstraint(int bodyA,
int bodyB,
FloatPointer pivotInA,
FloatPointer pivotInB,
float breakingThreshold) |
Pointer |
getBodyBuffer() |
int |
getNumBodies() |
void |
integrate(float timeStep) |
int |
registerPhysicsInstance(float mass,
float[] _position,
float[] orientation,
int collisionShapeIndex,
int userData,
boolean writeInstanceToGpu) |
int |
registerPhysicsInstance(float mass,
FloatBuffer _position,
FloatBuffer orientation,
int collisionShapeIndex,
int userData,
boolean writeInstanceToGpu) |
int |
registerPhysicsInstance(float mass,
FloatPointer _position,
FloatPointer orientation,
int collisionShapeIndex,
int userData,
boolean writeInstanceToGpu) |
void |
removeConstraint(b3TypedConstraint constraint) |
void |
removeConstraintByUid(int uid) |
void |
reset() |
void |
setGravity(float[] grav) |
void |
setGravity(FloatBuffer grav) |
void |
setGravity(FloatPointer grav) |
void |
setupGpuAabbsFull() |
void |
stepSimulation(float deltaTime) |
void |
writeAllInstancesToGpu() |
address, asBuffer, asByteBuffer, availablePhysicalBytes, calloc, capacity, capacity, close, deallocate, deallocate, deallocateReferences, deallocator, deallocator, equals, fill, formatBytes, free, getDirectBufferAddress, getPointer, getPointer, getPointer, getPointer, hashCode, interruptDeallocatorThread, isNull, isNull, limit, limit, malloc, maxBytes, maxPhysicalBytes, memchr, memcmp, memcpy, memmove, memset, offsetAddress, offsetof, offsetof, parseBytes, physicalBytes, physicalBytesInaccurate, position, position, put, realloc, referenceCount, releaseReference, retainReference, setNull, sizeof, sizeof, toString, totalBytes, totalCount, totalPhysicalBytes, withDeallocator, zeropublic b3GpuRigidBodyPipeline(Pointer p)
Pointer(Pointer).public b3GpuRigidBodyPipeline(@Cast(value="cl_context") Pointer ctx, @Cast(value="cl_device_id") Pointer device, @Cast(value="cl_command_queue") Pointer q, b3GpuNarrowPhase narrowphase, b3GpuBroadphaseInterface broadphaseSap, b3DynamicBvhBroadphase broadphaseDbvt, @Const @ByRef b3Config config)
public void stepSimulation(float deltaTime)
public void integrate(float timeStep)
public void setupGpuAabbsFull()
public int registerPhysicsInstance(float mass,
@Const
FloatPointer _position,
@Const
FloatPointer orientation,
int collisionShapeIndex,
int userData,
@Cast(value="bool")
boolean writeInstanceToGpu)
public int registerPhysicsInstance(float mass,
@Const
FloatBuffer _position,
@Const
FloatBuffer orientation,
int collisionShapeIndex,
int userData,
@Cast(value="bool")
boolean writeInstanceToGpu)
public int registerPhysicsInstance(float mass,
@Const
float[] _position,
@Const
float[] orientation,
int collisionShapeIndex,
int userData,
@Cast(value="bool")
boolean writeInstanceToGpu)
public void writeAllInstancesToGpu()
public void copyConstraintsToHost()
public void setGravity(@Const FloatPointer grav)
public void setGravity(@Const FloatBuffer grav)
public void setGravity(@Const float[] grav)
public void reset()
public int createPoint2PointConstraint(int bodyA,
int bodyB,
@Const
FloatPointer pivotInA,
@Const
FloatPointer pivotInB,
float breakingThreshold)
public int createPoint2PointConstraint(int bodyA,
int bodyB,
@Const
FloatBuffer pivotInA,
@Const
FloatBuffer pivotInB,
float breakingThreshold)
public int createPoint2PointConstraint(int bodyA,
int bodyB,
@Const
float[] pivotInA,
@Const
float[] pivotInB,
float breakingThreshold)
public int createFixedConstraint(int bodyA,
int bodyB,
@Const
FloatPointer pivotInA,
@Const
FloatPointer pivotInB,
@Const
FloatPointer relTargetAB,
float breakingThreshold)
public int createFixedConstraint(int bodyA,
int bodyB,
@Const
FloatBuffer pivotInA,
@Const
FloatBuffer pivotInB,
@Const
FloatBuffer relTargetAB,
float breakingThreshold)
public int createFixedConstraint(int bodyA,
int bodyB,
@Const
float[] pivotInA,
@Const
float[] pivotInB,
@Const
float[] relTargetAB,
float breakingThreshold)
public void removeConstraintByUid(int uid)
public void addConstraint(b3TypedConstraint constraint)
public void removeConstraint(b3TypedConstraint constraint)
public void castRays(@Const @ByRef b3RayInfoArray rays, @ByRef b3RayHitArray hitResults)
public int getNumBodies()
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