Public Member Functions

OgreBulletDynamics::DynamicsWorld Class Reference

Inheritance diagram for OgreBulletDynamics::DynamicsWorld:
OgreBulletCollisions::CollisionsWorld

List of all members.

Public Member Functions

 DynamicsWorld (Ogre::SceneManager *mgr, const Ogre::AxisAlignedBox &bounds, const Ogre::Vector3 &gravity, bool init=true, bool set32BitAxisSweep=true, unsigned int maxHandles=1500000)
template<class BTDNYWORLDCLASS >
void createBtDynamicsWorld (BTDNYWORLDCLASS *&createdWorld)
void stepSimulation (const Ogre::Real elapsedTime, int maxSubSteps=1, const Ogre::Real fixedTimestep=1./60.)
void addRigidBody (RigidBody *rb, short collisionGroup, short collisionMask)
btDynamicsWorld * getBulletDynamicsWorld () const
void removeConstraint (TypedConstraint *constraint)
void addConstraint (TypedConstraint *constraint)
bool isConstraintRegistered (TypedConstraint *constraint) const
void addVehicle (RaycastVehicle *v)

Member Function Documentation

void OgreBulletDynamics::DynamicsWorld::stepSimulation ( const Ogre::Real  elapsedTime,
int  maxSubSteps = 1,
const Ogre::Real  fixedTimestep = 1./60. 
)

one way to draw all the contact points is iterating over contact manifolds / points:


The documentation for this class was generated from the following files:
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