| Package | Description |
|---|---|
| org.bytedeco.bullet.BulletDynamics | |
| org.bytedeco.bullet.BulletSoftBody | |
| org.bytedeco.bullet.global |
| Modifier and Type | Method and Description |
|---|---|
btRigidBody |
btRigidBodyArray.at(int n) |
btRigidBody |
btRigidBodyArray.expand() |
btRigidBody |
btRigidBodyArray.expand(btRigidBody fillValue) |
btRigidBody |
btRigidBodyArray.expandNonInitializing() |
btRigidBody |
btRigidBodyArray.get(int n) |
static btRigidBody |
btTypedConstraint.getFixedBody() |
btRigidBody |
btRaycastVehicle.getRigidBody() |
btRigidBody |
btSliderConstraint.getRigidBodyA() |
btRigidBody |
btTypedConstraint.getRigidBodyA() |
btRigidBody |
btHingeConstraint.getRigidBodyA() |
btRigidBody |
btConeTwistConstraint.getRigidBodyA() |
btRigidBody |
btSliderConstraint.getRigidBodyB() |
btRigidBody |
btTypedConstraint.getRigidBodyB() |
btRigidBody |
btHingeConstraint.getRigidBodyB() |
btRigidBody |
btConeTwistConstraint.getRigidBodyB() |
btRigidBody |
btRigidBody.m_contactSolverType(int setter) |
btRigidBody |
btRigidBody.m_frictionSolverType(int setter) |
btRigidBody |
btSolverBody.m_originalBody() |
static btRigidBody |
btRigidBody.upcast(btCollisionObject colObj)
to keep collision detection and dynamics separate we don't store a rigidbody pointer
but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
|
| Modifier and Type | Method and Description |
|---|---|
void |
btDynamicsWorld.addRigidBody(btRigidBody body) |
void |
btSimpleDynamicsWorld.addRigidBody(btRigidBody body) |
void |
btDiscreteDynamicsWorld.addRigidBody(btRigidBody body) |
void |
btDynamicsWorld.addRigidBody(btRigidBody body,
int group,
int mask) |
void |
btSimpleDynamicsWorld.addRigidBody(btRigidBody body,
int group,
int mask) |
void |
btDiscreteDynamicsWorld.addRigidBody(btRigidBody body,
int group,
int mask) |
btRigidBody |
btRigidBodyArray.expand(btRigidBody fillValue) |
int |
btRigidBodyArray.findBinarySearch(btRigidBody key)
non-recursive binary search, assumes sorted array
|
int |
btRigidBodyArray.findLinearSearch(btRigidBody key) |
int |
btRigidBodyArray.findLinearSearch2(btRigidBody key) |
btSolverBody |
btSolverBody.m_originalBody(btRigidBody setter) |
void |
btRigidBodyArray.push_back(btRigidBody _Val) |
void |
btRigidBodyArray.remove(btRigidBody key) |
void |
btDynamicsWorld.removeRigidBody(btRigidBody body) |
void |
btSimpleDynamicsWorld.removeRigidBody(btRigidBody body) |
void |
btDiscreteDynamicsWorld.removeRigidBody(btRigidBody body) |
void |
btRigidBodyArray.resize(int newsize,
btRigidBody fillData) |
void |
btSolve2LinearConstraint.resolveBilateralPairConstraint(btRigidBody body0,
btRigidBody body1,
btMatrix3x3 world2A,
btMatrix3x3 world2B,
btVector3 invInertiaADiag,
double invMassA,
btVector3 linvelA,
btVector3 angvelA,
btVector3 rel_posA1,
btVector3 invInertiaBDiag,
double invMassB,
btVector3 linvelB,
btVector3 angvelB,
btVector3 rel_posA2,
double depthA,
btVector3 normalA,
btVector3 rel_posB1,
btVector3 rel_posB2,
double depthB,
btVector3 normalB,
double[] imp0,
double[] imp1) |
void |
btSolve2LinearConstraint.resolveBilateralPairConstraint(btRigidBody body0,
btRigidBody body1,
btMatrix3x3 world2A,
btMatrix3x3 world2B,
btVector3 invInertiaADiag,
double invMassA,
btVector3 linvelA,
btVector3 angvelA,
btVector3 rel_posA1,
btVector3 invInertiaBDiag,
double invMassB,
btVector3 linvelB,
btVector3 angvelB,
btVector3 rel_posA2,
double depthA,
btVector3 normalA,
btVector3 rel_posB1,
btVector3 rel_posB2,
double depthB,
btVector3 normalB,
DoubleBuffer imp0,
DoubleBuffer imp1) |
void |
btSolve2LinearConstraint.resolveBilateralPairConstraint(btRigidBody body0,
btRigidBody body1,
btMatrix3x3 world2A,
btMatrix3x3 world2B,
btVector3 invInertiaADiag,
double invMassA,
btVector3 linvelA,
btVector3 angvelA,
btVector3 rel_posA1,
btVector3 invInertiaBDiag,
double invMassB,
btVector3 linvelB,
btVector3 angvelB,
btVector3 rel_posA2,
double depthA,
btVector3 normalA,
btVector3 rel_posB1,
btVector3 rel_posB2,
double depthB,
btVector3 normalB,
DoublePointer imp0,
DoublePointer imp1) |
void |
btSolve2LinearConstraint.resolveUnilateralPairConstraint(btRigidBody body0,
btRigidBody body1,
btMatrix3x3 world2A,
btMatrix3x3 world2B,
btVector3 invInertiaADiag,
double invMassA,
btVector3 linvelA,
btVector3 angvelA,
btVector3 rel_posA1,
btVector3 invInertiaBDiag,
double invMassB,
btVector3 linvelB,
btVector3 angvelB,
btVector3 rel_posA2,
double depthA,
btVector3 normalA,
btVector3 rel_posB1,
btVector3 rel_posB2,
double depthB,
btVector3 normalB,
double[] imp0,
double[] imp1) |
void |
btSolve2LinearConstraint.resolveUnilateralPairConstraint(btRigidBody body0,
btRigidBody body1,
btMatrix3x3 world2A,
btMatrix3x3 world2B,
btVector3 invInertiaADiag,
double invMassA,
btVector3 linvelA,
btVector3 angvelA,
btVector3 rel_posA1,
btVector3 invInertiaBDiag,
double invMassB,
btVector3 linvelB,
btVector3 angvelB,
btVector3 rel_posA2,
double depthA,
btVector3 normalA,
btVector3 rel_posB1,
btVector3 rel_posB2,
double depthB,
btVector3 normalB,
DoubleBuffer imp0,
DoubleBuffer imp1) |
void |
btSolve2LinearConstraint.resolveUnilateralPairConstraint(btRigidBody body0,
btRigidBody body1,
btMatrix3x3 world2A,
btMatrix3x3 world2B,
btVector3 invInertiaADiag,
double invMassA,
btVector3 linvelA,
btVector3 angvelA,
btVector3 rel_posA1,
btVector3 invInertiaBDiag,
double invMassB,
btVector3 linvelB,
btVector3 angvelB,
btVector3 rel_posA2,
double depthA,
btVector3 normalA,
btVector3 rel_posB1,
btVector3 rel_posB2,
double depthB,
btVector3 normalB,
DoublePointer imp0,
DoublePointer imp1) |
double |
btRotationalLimitMotor.solveAngularLimits(double timeStep,
btVector3 axis,
double jacDiagABInv,
btRigidBody body0,
btRigidBody body1)
apply the correction impulses for two bodies
|
double |
btTranslationalLimitMotor.solveLinearAxis(double timeStep,
double jacDiagABInv,
btRigidBody body1,
btVector3 pointInA,
btRigidBody body2,
btVector3 pointInB,
int limit_index,
btVector3 axis_normal_on_a,
btVector3 anchorPos) |
void |
btDiscreteDynamicsWorld.synchronizeSingleMotionState(btRigidBody body)
this can be useful to synchronize a single rigid body -> graphics object
|
void |
btWheelInfo.updateWheel(btRigidBody chassis,
btWheelInfo.RaycastInfo raycastInfo) |
| Modifier and Type | Method and Description |
|---|---|
btRigidBody |
btSoftBody.Anchor.m_body() |
btRigidBody |
btSoftBody.Body.m_rigid() |
btRigidBody |
btSoftColliders.CollideSDF_RS.m_rigidBody() |
btRigidBody |
btSoftColliders.CollideSDF_RD.m_rigidBody() |
btRigidBody |
btSoftColliders.CollideSDF_RDF.m_rigidBody() |
| Modifier and Type | Method and Description |
|---|---|
void |
btSoftBody.appendAnchor(int node,
btRigidBody body) |
void |
btSoftBody.appendAnchor(int node,
btRigidBody body,
boolean disableCollisionBetweenLinkedBodies,
double influence) |
void |
btSoftBody.appendAnchor(int node,
btRigidBody body,
btVector3 localPivot) |
void |
btSoftBody.appendAnchor(int node,
btRigidBody body,
btVector3 localPivot,
boolean disableCollisionBetweenLinkedBodies,
double influence) |
void |
btSoftBody.appendDeformableAnchor(int node,
btRigidBody body) |
btSoftBody.Anchor |
btSoftBody.Anchor.m_body(btRigidBody setter) |
btSoftBody.Body |
btSoftBody.Body.m_rigid(btRigidBody setter) |
btSoftColliders.CollideSDF_RS |
btSoftColliders.CollideSDF_RS.m_rigidBody(btRigidBody setter) |
btSoftColliders.CollideSDF_RD |
btSoftColliders.CollideSDF_RD.m_rigidBody(btRigidBody setter) |
btSoftColliders.CollideSDF_RDF |
btSoftColliders.CollideSDF_RDF.m_rigidBody(btRigidBody setter) |
| Modifier and Type | Method and Description |
|---|---|
static void |
BulletDynamics.resolveSingleBilateral(btRigidBody body1,
btVector3 pos1,
btRigidBody body2,
btVector3 pos2,
double distance,
btVector3 normal,
double[] impulse,
double timeStep) |
static void |
BulletDynamics.resolveSingleBilateral(btRigidBody body1,
btVector3 pos1,
btRigidBody body2,
btVector3 pos2,
double distance,
btVector3 normal,
DoubleBuffer impulse,
double timeStep) |
static void |
BulletDynamics.resolveSingleBilateral(btRigidBody body1,
btVector3 pos1,
btRigidBody body2,
btVector3 pos2,
double distance,
btVector3 normal,
DoublePointer impulse,
double timeStep)
resolveSingleBilateral is an obsolete methods used for vehicle friction between two dynamic objects
|
static double |
BulletDynamics.resolveSingleCollision(btRigidBody body1,
btCollisionObject colObj2,
btVector3 contactPositionWorld,
btVector3 contactNormalOnB,
btContactSolverInfo solverInfo,
double distance)
very basic collision resolution without friction
|
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