|
||||||||||
PREV NEXT | FRAMES NO FRAMES |
Packages that use RigidBody | |
---|---|
com.bulletphysics.demos.opengl | |
com.bulletphysics.demos.vehicle | |
com.bulletphysics.dynamics | DynamicsWorld and RigidBody. |
com.bulletphysics.dynamics.constraintsolver | Constraints. |
com.bulletphysics.dynamics.vehicle |
Uses of RigidBody in com.bulletphysics.demos.opengl |
---|
Fields in com.bulletphysics.demos.opengl declared as RigidBody | |
---|---|
static RigidBody |
DemoApplication.pickedBody
|
Methods in com.bulletphysics.demos.opengl that return RigidBody | |
---|---|
RigidBody |
DemoApplication.localCreateRigidBody(float mass,
Transform startTransform,
CollisionShape shape)
|
Uses of RigidBody in com.bulletphysics.demos.vehicle |
---|
Fields in com.bulletphysics.demos.vehicle declared as RigidBody | |
---|---|
RigidBody |
VehicleDemo.carChassis
|
Uses of RigidBody in com.bulletphysics.dynamics |
---|
Methods in com.bulletphysics.dynamics that return RigidBody | |
---|---|
static RigidBody |
RigidBody.upcast(CollisionObject colObj)
To keep collision detection and dynamics separate we don't store a rigidbody pointer, but a rigidbody is derived from CollisionObject, so we can safely perform an upcast. |
Methods in com.bulletphysics.dynamics with parameters of type RigidBody | |
---|---|
void |
DiscreteDynamicsWorld.addRigidBody(RigidBody body)
|
abstract void |
DynamicsWorld.addRigidBody(RigidBody body)
|
void |
SimpleDynamicsWorld.addRigidBody(RigidBody body)
|
void |
DiscreteDynamicsWorld.addRigidBody(RigidBody body,
short group,
short mask)
|
void |
DiscreteDynamicsWorld.removeRigidBody(RigidBody body)
|
abstract void |
DynamicsWorld.removeRigidBody(RigidBody body)
|
void |
SimpleDynamicsWorld.removeRigidBody(RigidBody body)
|
Uses of RigidBody in com.bulletphysics.dynamics.constraintsolver |
---|
Fields in com.bulletphysics.dynamics.constraintsolver declared as RigidBody | |
---|---|
RigidBody |
SolverBody.originalBody
|
protected RigidBody |
TypedConstraint.rbA
|
protected RigidBody |
TypedConstraint.rbB
|
Methods in com.bulletphysics.dynamics.constraintsolver that return RigidBody | |
---|---|
RigidBody |
TypedConstraint.getRigidBodyA()
|
RigidBody |
TypedConstraint.getRigidBodyB()
|
Methods in com.bulletphysics.dynamics.constraintsolver with parameters of type RigidBody | |
---|---|
float |
ContactSolverFunc.invoke(RigidBody body1,
RigidBody body2,
ManifoldPoint contactPoint,
ContactSolverInfo info)
|
static void |
ContactConstraint.resolveSingleBilateral(RigidBody body1,
javax.vecmath.Vector3f pos1,
RigidBody body2,
javax.vecmath.Vector3f pos2,
float distance,
javax.vecmath.Vector3f normal,
float[] impulse,
float timeStep)
Bilateral constraint between two dynamic objects. |
static float |
ContactConstraint.resolveSingleCollision(RigidBody body1,
RigidBody body2,
ManifoldPoint contactPoint,
ContactSolverInfo solverInfo)
Response between two dynamic objects with friction. |
static float |
ContactConstraint.resolveSingleCollisionCombined(RigidBody body1,
RigidBody body2,
ManifoldPoint contactPoint,
ContactSolverInfo solverInfo)
velocity + friction response between two dynamic objects with friction |
static float |
ContactConstraint.resolveSingleFriction(RigidBody body1,
RigidBody body2,
ManifoldPoint contactPoint,
ContactSolverInfo solverInfo)
|
static float |
ContactConstraint.resolveSingleFrictionEmpty(RigidBody body1,
RigidBody body2,
ManifoldPoint contactPoint,
ContactSolverInfo solverInfo)
|
protected float |
SequentialImpulseConstraintSolver.solve(RigidBody body0,
RigidBody body1,
ManifoldPoint cp,
ContactSolverInfo info,
int iter,
IDebugDraw debugDrawer)
|
float |
RotationalLimitMotor.solveAngularLimits(float timeStep,
javax.vecmath.Vector3f axis,
float jacDiagABInv,
RigidBody body0,
RigidBody body1)
Apply the correction impulses for two bodies. |
float |
SequentialImpulseConstraintSolver.solveCombinedContactFriction(RigidBody body0,
RigidBody body1,
ManifoldPoint cp,
ContactSolverInfo info,
int iter,
IDebugDraw debugDrawer)
|
protected float |
SequentialImpulseConstraintSolver.solveFriction(RigidBody body0,
RigidBody body1,
ManifoldPoint cp,
ContactSolverInfo info,
int iter,
IDebugDraw debugDrawer)
|
float |
TranslationalLimitMotor.solveLinearAxis(float timeStep,
float jacDiagABInv,
RigidBody body1,
javax.vecmath.Vector3f pointInA,
RigidBody body2,
javax.vecmath.Vector3f pointInB,
int limit_index,
javax.vecmath.Vector3f axis_normal_on_a,
javax.vecmath.Vector3f anchorPos)
|
Constructors in com.bulletphysics.dynamics.constraintsolver with parameters of type RigidBody | |
---|---|
ConeTwistConstraint(RigidBody rbA,
RigidBody rbB,
Transform rbAFrame,
Transform rbBFrame)
|
|
ConeTwistConstraint(RigidBody rbA,
Transform rbAFrame)
|
|
Generic6DofConstraint(RigidBody rbA,
RigidBody rbB,
Transform frameInA,
Transform frameInB,
boolean useLinearReferenceFrameA)
|
|
HingeConstraint(RigidBody rbA,
RigidBody rbB,
Transform rbAFrame,
Transform rbBFrame)
|
|
HingeConstraint(RigidBody rbA,
RigidBody rbB,
javax.vecmath.Vector3f pivotInA,
javax.vecmath.Vector3f pivotInB,
javax.vecmath.Vector3f axisInA,
javax.vecmath.Vector3f axisInB)
|
|
HingeConstraint(RigidBody rbA,
Transform rbAFrame)
|
|
HingeConstraint(RigidBody rbA,
javax.vecmath.Vector3f pivotInA,
javax.vecmath.Vector3f axisInA)
|
|
Point2PointConstraint(RigidBody rbA,
RigidBody rbB,
javax.vecmath.Vector3f pivotInA,
javax.vecmath.Vector3f pivotInB)
|
|
Point2PointConstraint(RigidBody rbA,
javax.vecmath.Vector3f pivotInA)
|
|
TypedConstraint(TypedConstraintType type,
RigidBody rbA)
|
|
TypedConstraint(TypedConstraintType type,
RigidBody rbA,
RigidBody rbB)
|
Uses of RigidBody in com.bulletphysics.dynamics.vehicle |
---|
Methods in com.bulletphysics.dynamics.vehicle that return RigidBody | |
---|---|
RigidBody |
RaycastVehicle.getRigidBody()
|
Methods in com.bulletphysics.dynamics.vehicle with parameters of type RigidBody | |
---|---|
void |
WheelInfo.updateWheel(RigidBody chassis,
WheelInfo.RaycastInfo raycastInfo)
|
Constructors in com.bulletphysics.dynamics.vehicle with parameters of type RigidBody | |
---|---|
RaycastVehicle(VehicleTuning tuning,
RigidBody chassis,
VehicleRaycaster raycaster)
|
|
||||||||||
PREV NEXT | FRAMES NO FRAMES |