public class btRigidBody extends btCollisionObject
| Modifier and Type | Class and Description |
|---|---|
static class |
btRigidBody.btRigidBodyConstructionInfo |
btCollisionObject.AnisotropicFrictionFlags, btCollisionObject.CollisionFlags, btCollisionObject.CollisionObjectTypesinstances, userDataclassName| Constructor and Description |
|---|
btRigidBody(btRigidBody.btRigidBodyConstructionInfo constructionInfo) |
btRigidBody(float mass,
btMotionState motionState,
btCollisionShape collisionShape) |
btRigidBody(float mass,
btMotionState motionState,
btCollisionShape collisionShape,
Vector3 localInertia) |
btRigidBody(long cPtr,
boolean cMemoryOwn)
Construct a new btRigidBody, normally you should not need this constructor it's intended for low-level usage.
|
activate, activate, addInstance, calculateSerializeBufferSize, checkCollideWith, checkCollideWithOverride, forceActivationState, getActivationState, getAnisotropicFriction, getAnisotropicFriction, getBroadphaseHandle, getCcdMotionThreshold, getCcdSquareMotionThreshold, getCcdSweptSphereRadius, getCollisionFlags, getCollisionShape, getCompanionId, getContactCallbackFilter, getContactCallbackFlag, getContactDamping, getContactProcessingThreshold, getContactStiffness, getCPtr, getCustomDebugColor, getDeactivationTime, getFriction, getHitFraction, getInternalType, getInterpolationAngularVelocity, getInterpolationAngularVelocity, getInterpolationLinearVelocity, getInterpolationLinearVelocity, getInterpolationWorldTransform, getInterpolationWorldTransform, getIslandTag, getRestitution, getRollingFriction, getSpinningFriction, getUpdateRevisionInternal, getUserIndex, getUserIndex2, getUserPointer, getUserValue, getWorldArrayIndex, getWorldTransform, getWorldTransform, hasAnisotropicFriction, hasAnisotropicFriction, hasContactResponse, internalGetExtensionPointer, internalSetExtensionPointer, isActive, isKinematicObject, isStaticObject, isStaticOrKinematicObject, mergesSimulationIslands, operatorDelete, operatorDelete, operatorDeleteArray, operatorDeleteArray, operatorNew, operatorNew, operatorNewArray, operatorNewArray, removeCustomDebugColor, removeInstance, serialize, serializeSingleObject, setActivationState, setAnisotropicFriction, setAnisotropicFriction, setBroadphaseHandle, setCcdMotionThreshold, setCcdSweptSphereRadius, setCollisionFlags, setCollisionShape, setCompanionId, setContactCallbackFilter, setContactCallbackFlag, setContactProcessingThreshold, setContactStiffnessAndDamping, setCustomDebugColor, setDeactivationTime, setFriction, setHitFraction, setIgnoreCollisionCheck, setInterpolationAngularVelocity, setInterpolationLinearVelocity, setInterpolationWorldTransform, setIslandTag, setRestitution, setRollingFriction, setSpinningFriction, setUserIndex, setUserIndex2, setUserPointer, setUserValue, setWorldArrayIndex, setWorldTransformequals, getCPointer, hashCode, hasOwnership, isDisposed, isObtained, obtain, release, releaseOwnership, takeOwnership, toStringpublic btRigidBody(long cPtr,
boolean cMemoryOwn)
public btRigidBody(btRigidBody.btRigidBodyConstructionInfo constructionInfo)
public btRigidBody(float mass,
btMotionState motionState,
btCollisionShape collisionShape,
Vector3 localInertia)
public btRigidBody(float mass,
btMotionState motionState,
btCollisionShape collisionShape)
public static long getCPtr(btRigidBody obj)
public static btRigidBody getInstance(long swigCPtr)
public static btRigidBody getInstance(long swigCPtr, boolean owner)
public void setMotionState(btMotionState motionState)
public btMotionState getMotionState()
public void dispose()
dispose in interface Disposabledispose in class btCollisionObjectpublic void proceedToTransform(Matrix4 newTrans)
public void predictIntegratedTransform(float step,
Matrix4 predictedTransform)
public void saveKinematicState(float step)
public void applyGravity()
public void setGravity(Vector3 acceleration)
public Vector3 getGravity()
public void setDamping(float lin_damping,
float ang_damping)
public float getLinearDamping()
public float getAngularDamping()
public float getLinearSleepingThreshold()
public float getAngularSleepingThreshold()
public void applyDamping(float timeStep)
public void setMassProps(float mass,
Vector3 inertia)
public Vector3 getLinearFactor()
public void setLinearFactor(Vector3 linearFactor)
public float getInvMass()
public Matrix3 getInvInertiaTensorWorld()
public void integrateVelocities(float step)
public void setCenterOfMassTransform(Matrix4 xform)
public void applyCentralForce(Vector3 force)
public Vector3 getTotalForce()
public Vector3 getTotalTorque()
public Vector3 getInvInertiaDiagLocal()
public void setInvInertiaDiagLocal(Vector3 diagInvInertia)
public void setSleepingThresholds(float linear,
float angular)
public void applyTorque(Vector3 torque)
public void applyCentralImpulse(Vector3 impulse)
public void applyTorqueImpulse(Vector3 torque)
public void clearForces()
public void updateInertiaTensor()
public Vector3 getCenterOfMassPosition()
public Quaternion getOrientation()
public Matrix4 getCenterOfMassTransform()
public Vector3 getLinearVelocity()
public Vector3 getAngularVelocity()
public void setLinearVelocity(Vector3 lin_vel)
public void setAngularVelocity(Vector3 ang_vel)
public void translate(Vector3 v)
public float computeAngularImpulseDenominator(Vector3 axis)
public void updateDeactivation(float timeStep)
public boolean wantsSleeping()
public btBroadphaseProxy getBroadphaseProxyConst()
public btBroadphaseProxy getBroadphaseProxy()
public void setNewBroadphaseProxy(btBroadphaseProxy broadphaseProxy)
public void setContactSolverType(int value)
public int getContactSolverType()
public void setFrictionSolverType(int value)
public int getFrictionSolverType()
public void setAngularFactor(Vector3 angFac)
public void setAngularFactor(float angFac)
public Vector3 getAngularFactor()
public boolean isInWorld()
public void addConstraintRef(btTypedConstraint c)
public void removeConstraintRef(btTypedConstraint c)
public btTypedConstraint getConstraintRef(int index)
public int getNumConstraintRefs()
public void setFlags(int flags)
public int getFlags()
public Vector3 computeGyroscopicImpulseImplicit_World(float dt)
public Vector3 computeGyroscopicImpulseImplicit_Body(float step)
public Vector3 computeGyroscopicForceExplicit(float maxGyroscopicForce)
public Vector3 getLocalInertia()
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