btCollisionObject.h File Reference

#include "LinearMath/btTransform.h"
#include "LinearMath/btMotionState.h"
#include "LinearMath/btAlignedAllocator.h"
#include "LinearMath/btAlignedObjectArray.h"
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Classes

struct  btCollisionObjectDoubleData
 do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 More...
struct  btCollisionObjectFloatData
 do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 More...

Defines

#define ACTIVE_TAG   1
#define btCollisionObjectData   btCollisionObjectFloatData
#define btCollisionObjectDataName   "btCollisionObjectFloatData"
#define DISABLE_DEACTIVATION   4
#define DISABLE_SIMULATION   5
#define ISLAND_SLEEPING   2
#define WANTS_DEACTIVATION   3

Typedefs

typedef btAlignedObjectArray
< class btCollisionObject * > 
btCollisionObjectArray

Functions

 ATTRIBUTE_ALIGNED16 (class) btCollisionObject

Define Documentation

#define ACTIVE_TAG   1

Definition at line 22 of file btCollisionObject.h.

#define btCollisionObjectData   btCollisionObjectFloatData

Definition at line 41 of file btCollisionObject.h.

#define btCollisionObjectDataName   "btCollisionObjectFloatData"

Definition at line 42 of file btCollisionObject.h.

#define DISABLE_DEACTIVATION   4

Definition at line 25 of file btCollisionObject.h.

#define DISABLE_SIMULATION   5

Definition at line 26 of file btCollisionObject.h.

#define ISLAND_SLEEPING   2

Definition at line 23 of file btCollisionObject.h.

#define WANTS_DEACTIVATION   3

Definition at line 24 of file btCollisionObject.h.


Typedef Documentation

typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray

Definition at line 30 of file btCollisionObject.h.


Function Documentation

ATTRIBUTE_ALIGNED16 ( class   ) 

btCollisionObject can be used to manage collision detection objects. btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy. They can be added to the btCollisionWorld.

m_interpolationWorldTransform is used for CCD and interpolation it can be either previous or future (predicted) transform

m_rootCollisionShape is temporarily used to store the original collision shape The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes If it is NULL, the m_collisionShape is not temporarily replaced.

m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc. do not assign your own m_internalType unless you write a new dynamics object class.

users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer

time of impact calculation

Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::

Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold

If some object should have elaborate collision filtering by sub-classes

CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter It is useful for collision sensors, explosion objects, character controller etc.

static objects, kinematic and object without contact response don't merge islands

the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default. Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges

Avoid using this internal API call internalSetTemporaryCollisionShape is used to temporary replace the actual collision shape by a child collision shape.

reserved for Bullet internal usage

Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::

Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::

Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold

users can point to their objects, userPointer is not used by Bullet

users can point to their objects, userPointer is not used by Bullet

fills the dataBuffer and returns the struct name (and 0 on failure)

Definition at line 49 of file btCollisionObject.h.

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bullet
Author(s): Erwin Coumans, ROS package maintained by Tully Foote
autogenerated on Fri Jan 11 10:10:19 2013