16 #ifndef BT_DYNAMICS_WORLD_H
17 #define BT_DYNAMICS_WORLD_H
73 (void)constraint; (void)disableCollisionsBetweenLinkedBodies;
165 #endif //BT_DYNAMICS_WORLD_H
btVector3DoubleData m_gravity
void(* btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep)
Type for the callback for each tick.
virtual const btTypedConstraint * getConstraint(int index) const
void setWorldUserInfo(void *worldUserInfo)
virtual void removeCharacter(btActionInterface *character)
obsolete, use removeAction instead
virtual void addVehicle(btActionInterface *vehicle)
obsolete, use addAction instead.
virtual void clearForces()=0
virtual btDynamicsWorldType getWorldType() const =0
virtual void addCharacter(btActionInterface *character)
obsolete, use addAction instead.
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 ...
virtual void synchronizeMotionStates()=0
void setInternalTickCallback(btInternalTickCallback cb, void *worldUserInfo=0, bool isPreTick=false)
Set the callback for when an internal tick (simulation substep) happens, optional user info...
btInternalTickCallback m_internalTickCallback
The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size...
Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWor...
virtual void setGravity(const btVector3 &gravity)=0
virtual int getNumConstraints() const
btVector3FloatData m_gravity
btContactSolverInfo m_solverInfo
virtual btVector3 getGravity() const =0
virtual void removeAction(btActionInterface *action)=0
virtual void addRigidBody(btRigidBody *body)=0
btContactSolverInfoFloatData m_solverInfo
btInternalTickCallback m_internalPreTickCallback
virtual void removeConstraint(btTypedConstraint *constraint)
virtual void setConstraintSolver(btConstraintSolver *solver)=0
virtual ~btDynamicsWorld()
virtual void removeRigidBody(btRigidBody *body)=0
virtual btTypedConstraint * getConstraint(int index)
The btRigidBody is the main class for rigid body objects.
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs...
void * getWorldUserInfo() const
btContactSolverInfoDoubleData m_solverInfo
btVector3 can be used to represent 3D points and vectors.
virtual int stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0
stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
CollisionWorld is interface and container for the collision detection.
TypedConstraint is the baseclass for Bullet constraints and vehicles.
virtual void addConstraint(btTypedConstraint *constraint, bool disableCollisionsBetweenLinkedBodies=false)
virtual void debugDrawWorld()=0
btDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphase, btCollisionConfiguration *collisionConfiguration)
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 ...
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
btContactSolverInfo & getSolverInfo()
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
virtual void addAction(btActionInterface *action)=0
virtual void removeVehicle(btActionInterface *vehicle)
obsolete, use removeAction instead
virtual btConstraintSolver * getConstraintSolver()=0