16 #ifndef BT_MULTIBODY_DYNAMICS_WORLD_H 17 #define BT_MULTIBODY_DYNAMICS_WORLD_H 21 #define BT_USE_VIRTUAL_CLEARFORCES_AND_GRAVITY 67 return m_multiBodies.
size();
72 return m_multiBodies[mbIndex];
77 return m_multiBodies[mbIndex];
84 return m_multiBodyConstraints.
size();
89 return m_multiBodyConstraints[constraintIndex];
94 return m_multiBodyConstraints[constraintIndex];
116 #endif //BT_MULTIBODY_DYNAMICS_WORLD_H virtual void updateActivationState(btScalar timeStep)
virtual void debugDrawMultiBodyConstraint(btMultiBodyConstraint *constraint)
virtual void serialize(btSerializer *serializer)
Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see B...
virtual void clearForces()
the forces on each rigidbody is accumulating together with gravity. clear this after each timestep...
const btMultiBody * getMultiBody(int mbIndex) const
btDiscreteDynamicsWorld provides discrete rigid body simulation those classes replace the obsolete Cc...
virtual void addMultiBody(btMultiBody *body, int group=btBroadphaseProxy::DefaultFilter, int mask=btBroadphaseProxy::AllFilter)
btAlignedObjectArray< btScalar > m_scratch_r
btCollisionConfiguration allows to configure Bullet collision detection stack allocator size...
virtual void debugDrawWorld()
virtual void integrateTransforms(btScalar timeStep)
btAlignedObjectArray< btVector3 > m_scratch_local_origin
btMultiBodyConstraintSolver * m_multiBodyConstraintSolver
MultiBodyInplaceSolverIslandCallback * m_solverMultiBodyIslandCallback
btAlignedObjectArray< btVector3 > m_scratch_v
virtual void clearMultiBodyConstraintForces()
int size() const
return the number of elements in the array
virtual ~btMultiBodyDynamicsWorld()
virtual void removeMultiBodyConstraint(btMultiBodyConstraint *constraint)
btMultiBody * getMultiBody(int mbIndex)
virtual void applyGravity()
apply gravity, call this once per timestep
The btBroadphaseInterface class provides an interface to detect aabb-overlapping object pairs...
virtual void solveConstraints(btContactSolverInfo &solverInfo)
btAlignedObjectArray< btMultiBody * > m_multiBodies
btAlignedObjectArray< btMultiBodyConstraint * > m_multiBodyConstraints
btMultiBodyDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btMultiBodyConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)
virtual void serializeMultiBodies(btSerializer *serializer)
btAlignedObjectArray< btMultiBodyConstraint * > m_sortedMultiBodyConstraints
virtual void clearMultiBodyForces()
virtual btMultiBodyConstraint * getMultiBodyConstraint(int constraintIndex)
virtual const btMultiBodyConstraint * getMultiBodyConstraint(int constraintIndex) const
virtual int getNumMultiBodyConstraints() const
btAlignedObjectArray< btQuaternion > m_scratch_world_to_local1
virtual void removeMultiBody(btMultiBody *body)
btAlignedObjectArray< btMatrix3x3 > m_scratch_m
btAlignedObjectArray< btQuaternion > m_scratch_world_to_local
btAlignedObjectArray< btVector3 > m_scratch_local_origin1
virtual void addMultiBodyConstraint(btMultiBodyConstraint *constraint)
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual void setMultiBodyConstraintSolver(btMultiBodyConstraintSolver *solver)
virtual int getNumMultibodies() const
The btMultiBodyDynamicsWorld adds Featherstone multi body dynamics to Bullet This implementation is s...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
virtual void setConstraintSolver(btConstraintSolver *solver)
virtual void calculateSimulationIslands()