com.bulletphysics.collision.dispatch
Class GhostObject
java.lang.Object
com.bulletphysics.collision.dispatch.CollisionObject
com.bulletphysics.collision.dispatch.GhostObject
- Direct Known Subclasses:
- PairCachingGhostObject
public class GhostObject
- extends CollisionObject
GhostObject can keep track of all objects that are overlapping. By default, this
overlap is based on the AABB. This is useful for creating a character controller,
collision sensors/triggers, explosions etc.
Methods inherited from class com.bulletphysics.collision.dispatch.CollisionObject |
activate, activate, forceActivationState, getActivationState, getBroadphaseHandle, getCcdMotionThreshold, getCcdSquareMotionThreshold, getCcdSweptSphereRadius, getCollisionFlags, getCollisionShape, getCompanionId, getDeactivationTime, getFriction, getHitFraction, getInternalType, getInterpolationAngularVelocity, getInterpolationLinearVelocity, getInterpolationWorldTransform, getIslandTag, getRestitution, getRootCollisionShape, getUserPointer, getWorldTransform, hasContactResponse, checkCollideWith, checkCollideWithOverride, internalSetTemporaryCollisionShape, isActive, isKinematicObject, isStaticObject, isStaticOrKinematicObject, mergesSimulationIslands, setActivationState, setBroadphaseHandle, setCcdMotionThreshold, setCcdSweptSphereRadius, setCollisionFlags, setCollisionShape, setCompanionId, setDeactivationTime, setFriction, setHitFraction, setInterpolationAngularVelocity, setInterpolationLinearVelocity, setInterpolationWorldTransform, setIslandTag, setRestitution, setUserPointer, setWorldTransform |
GhostObject
public GhostObject()
addOverlappingObjectInternal
public void addOverlappingObjectInternal(BroadphaseProxy otherProxy,
BroadphaseProxy thisProxy)
- This method is mainly for expert/internal use only.
removeOverlappingObjectInternal
public void removeOverlappingObjectInternal(BroadphaseProxy otherProxy,
Dispatcher dispatcher,
BroadphaseProxy thisProxy)
- This method is mainly for expert/internal use only.
convexSweepTest
public void convexSweepTest(ConvexShape castShape,
Transform convexFromWorld,
Transform convexToWorld,
CollisionWorld.ConvexResultCallback resultCallback,
float allowedCcdPenetration)
rayTest
public void rayTest(Vector3f rayFromWorld,
Vector3f rayToWorld,
CollisionWorld.RayResultCallback resultCallback)
getNumOverlappingObjects
public int getNumOverlappingObjects()
getOverlappingObject
public CollisionObject getOverlappingObject(int index)
getOverlappingPairs
public ObjectArrayList<CollisionObject> getOverlappingPairs()
upcast
public static GhostObject upcast(CollisionObject colObj)