virtual void updateActivationState(btScalar timeStep)
virtual void integrateTransforms(btScalar timeStep)
btMultiBodyConstraintSolver * m_multiBodyConstraintSolver
MultiBodyInplaceSolverIslandCallback * m_solverMultiBodyIslandCallback
virtual ~btMultiBodyDynamicsWorld()
virtual void removeMultiBodyConstraint(btMultiBodyConstraint *constraint)
virtual void solveConstraints(btContactSolverInfo &solverInfo)
btAlignedObjectArray< btMultiBody * > m_multiBodies
btAlignedObjectArray< btMultiBodyConstraint * > m_multiBodyConstraints
btMultiBodyDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btMultiBodyConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
btAlignedObjectArray< btMultiBodyConstraint * > m_sortedMultiBodyConstraints
virtual void addMultiBody(btMultiBody *body, short group=btBroadphaseProxy::DefaultFilter, short mask=btBroadphaseProxy::AllFilter)
virtual void removeMultiBody(btMultiBody *body)
virtual void addMultiBodyConstraint(btMultiBodyConstraint *constraint)
The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet This implementation is s...
virtual void calculateSimulationIslands()