BtBody
Engine/source/T3D/physics/bullet/btBody.h
Protected Attributes
btRigidBody *
The physics actor.
MatrixF *
The center of mass offset used if the graphical transform is not at the mass center.
The collision representation.
btCompoundShape *
Our local compound if we had to adjust the mass center on a dynamic.
MatrixF *
The inverse center of mass offset.
bool
bool
Is the body participating in the physics simulation.
Protected Functions
Public Functions
BtBody()
~BtBody()
applyCorrection(const MatrixF & xfm)
applyForce(const Point3F & force)
applyTorque(const Point3F & torque)
findContact(SceneObject ** contactObject, VectorF * contactNormal, Vector< SceneObject * > * outOverlapObjects)
Returns the collision shape used to create the body.
getState(PhysicsState * outState)
MatrixF &
getTransform(MatrixF * outMatrix)
Returns the transform of the physics body at the last processed simulation tick.
getWorld()
Returns the physics world this object is a member of.
Returns the world aligned bounding box containing the PhysicsObject.
bool
init(PhysicsCollision * shape, F32 mass, U32 bodyFlags, SceneObject * obj, PhysicsWorld * world)
Initialize the body with a collision shape and basic physics properties.
bool
Returns true if the object is a dynamic rigid body animated by the physics simulation.
bool
bool
isValid()
moveKinematicTo(const MatrixF & xfm)
setAngVelocity(const Point3F & vel)
setDamping(F32 linear, F32 angular)
setLinVelocity(const Point3F & vel)
setMaterial(F32 restitution, F32 friction, F32 staticFriction)
setSimulationEnabled(bool enabled)
Set false to skip simulation of this object or temporarily remove it from the physics simulation.
setSleeping(bool sleeping)
setSleepThreshold(F32 linear, F32 angular)
setTransform(const MatrixF & transform)
Sets the transform on the physics object.
Detailed Description
Protected Attributes
btRigidBody * mActor
The physics actor.
MatrixF * mCenterOfMass
The center of mass offset used if the graphical transform is not at the mass center.
StrongRefPtr< BtCollision > mColShape
The collision representation.
btCompoundShape * mCompound
Our local compound if we had to adjust the mass center on a dynamic.
MatrixF * mInvCenterOfMass
The inverse center of mass offset.
bool mIsDynamic
bool mIsEnabled
Is the body participating in the physics simulation.
F32 mMass
BtWorld * mWorld
The physics world we are in.
Protected Functions
_releaseActor()
Public Functions
BtBody()
~BtBody()
applyCorrection(const MatrixF & xfm)
Reimplemented from: PhysicsBody
applyForce(const Point3F & force)
Reimplemented from: PhysicsBody
applyImpulse(const Point3F & origin, const Point3F & force)
Reimplemented from: PhysicsBody
applyTorque(const Point3F & torque)
Reimplemented from: PhysicsBody
findContact(SceneObject ** contactObject, VectorF * contactNormal, Vector< SceneObject * > * outOverlapObjects)
Reimplemented from: PhysicsBody
getAngVelocity()
Reimplemented from: PhysicsBody
getCMassPosition()
Reimplemented from: PhysicsBody
getColShape()
Reimplemented from: PhysicsBody
getLinVelocity()
Reimplemented from: PhysicsBody
getMass()
Reimplemented from: PhysicsBody
getState(PhysicsState * outState)
Reimplemented from: PhysicsBody
getTransform(MatrixF * outMatrix)
Reimplemented from: PhysicsObject
getWorld()
Reimplemented from: PhysicsObject
getWorldBounds()
Reimplemented from: PhysicsObject
init(PhysicsCollision * shape, F32 mass, U32 bodyFlags, SceneObject * obj, PhysicsWorld * world)
Reimplemented from: PhysicsBody
isDynamic()
Reimplemented from: PhysicsBody
isSimulationEnabled()
Reimplemented from: PhysicsObject
isValid()
Reimplemented from: PhysicsBody
moveKinematicTo(const MatrixF & xfm)
Reimplemented from: PhysicsBody
setAngVelocity(const Point3F & vel)
Reimplemented from: PhysicsBody
setDamping(F32 linear, F32 angular)
Reimplemented from: PhysicsBody
setLinVelocity(const Point3F & vel)
Reimplemented from: PhysicsBody
setMaterial(F32 restitution, F32 friction, F32 staticFriction)
Reimplemented from: PhysicsBody
setSimulationEnabled(bool enabled)
Reimplemented from: PhysicsObject
setSleeping(bool sleeping)
Reimplemented from: PhysicsBody
setSleepThreshold(F32 linear, F32 angular)
Reimplemented from: PhysicsBody
setTransform(const MatrixF & transform)
Reimplemented from: PhysicsObject