public class btSimulationIslandManager extends BulletBase
| Modifier and Type | Class and Description |
|---|---|
static class |
btSimulationIslandManager.IslandCallback |
className| Constructor and Description |
|---|
btSimulationIslandManager() |
btSimulationIslandManager(long cPtr,
boolean cMemoryOwn)
Construct a new btSimulationIslandManager, normally you should not need this constructor it's intended for low-level usage.
|
| Modifier and Type | Method and Description |
|---|---|
void |
buildAndProcessIslands(btDispatcher dispatcher,
btCollisionWorld collisionWorld,
btSimulationIslandManager.IslandCallback callback) |
void |
buildIslands(btDispatcher dispatcher,
btCollisionWorld colWorld) |
void |
findUnions(btDispatcher dispatcher,
btCollisionWorld colWorld) |
static long |
getCPtr(btSimulationIslandManager obj) |
boolean |
getSplitIslands() |
btUnionFind |
getUnionFind() |
void |
initUnionFind(int n) |
void |
setSplitIslands(boolean doSplitIslands) |
void |
storeIslandActivationState(btCollisionWorld world) |
void |
updateActivationState(btCollisionWorld colWorld,
btDispatcher dispatcher) |
dispose, equals, getCPointer, hashCode, hasOwnership, isDisposed, isObtained, obtain, release, releaseOwnership, takeOwnership, toStringpublic btSimulationIslandManager(long cPtr,
boolean cMemoryOwn)
public btSimulationIslandManager()
public static long getCPtr(btSimulationIslandManager obj)
public void initUnionFind(int n)
public btUnionFind getUnionFind()
public void updateActivationState(btCollisionWorld colWorld, btDispatcher dispatcher)
public void storeIslandActivationState(btCollisionWorld world)
public void findUnions(btDispatcher dispatcher, btCollisionWorld colWorld)
public void buildAndProcessIslands(btDispatcher dispatcher, btCollisionWorld collisionWorld, btSimulationIslandManager.IslandCallback callback)
public void buildIslands(btDispatcher dispatcher, btCollisionWorld colWorld)
public boolean getSplitIslands()
public void setSplitIslands(boolean doSplitIslands)
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