Package com.bulletphysics.collision.dispatch

Examples of com.bulletphysics.collision.dispatch.CollisionDispatcher


    // collision configuration contains default setup for memory, collision setup
    collisionConfiguration = new DefaultCollisionConfiguration();

    // use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
    dispatcher = new CollisionDispatcher(collisionConfiguration);

    overlappingPairCache = new DbvtBroadphase();

    // the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
    SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
View Full Code Here


    CollisionShape groundShape = trimeshShape;

    collisionConfiguration = new DefaultCollisionConfiguration();

    dispatcher = new CollisionDispatcher(collisionConfiguration);

    Vector3f worldMin = new Vector3f(-1000f, -1000f, -1000f);
    Vector3f worldMax = new Vector3f(1000f, 1000f, 1000f);
    //broadphase = new AxisSweep3(worldMin, worldMax);
    broadphase = new DbvtBroadphase();
View Full Code Here

  public void initPhysics() {
    // Setup the basic world
    DefaultCollisionConfiguration collision_config = new DefaultCollisionConfiguration();

    CollisionDispatcher dispatcher = new CollisionDispatcher(collision_config);

    Vector3f worldAabbMin = new Vector3f(-10000, -10000, -10000);
    Vector3f worldAabbMax = new Vector3f(10000, 10000, 10000);
    //BroadphaseInterface overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax);
    //BroadphaseInterface overlappingPairCache = new SimpleBroadphase();
View Full Code Here

    //#endif

    CollisionShape groundShape = new BoxShape(new Vector3f(50,3,50));
    collisionShapes.add(groundShape);
    collisionConfiguration = new DefaultCollisionConfiguration();
    dispatcher = new CollisionDispatcher(collisionConfiguration);
    Vector3f worldMin = new Vector3f(-1000,-1000,-1000);
    Vector3f worldMax = new Vector3f(1000,1000,1000);
    //overlappingPairCache = new AxisSweep3(worldMin,worldMax);
    overlappingPairCache = new DbvtBroadphase();
    constraintSolver = new SequentialImpulseConstraintSolver();
View Full Code Here

  public void initPhysics() throws Exception {
    CollisionShape groundShape = new BoxShape(new Vector3f(50, 3, 50));
    collisionShapes.add(groundShape);

    collisionConfiguration = new DefaultCollisionConfiguration();
    dispatcher = new CollisionDispatcher(collisionConfiguration);
    Vector3f worldMin = new Vector3f(-1000f,-1000f,-1000f);
    Vector3f worldMax = new Vector3f(1000f,1000f,1000f);
    AxisSweep3 sweepBP = new AxisSweep3(worldMin, worldMax);
    overlappingPairCache = sweepBP;
View Full Code Here

    // setup. Advanced users can create their own configuration.
    CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();

    // use the default collision dispatcher. For parallel processing you
    // can use a diffent dispatcher (see Extras/BulletMultiThreaded)
    CollisionDispatcher dispatcher = new CollisionDispatcher(
        collisionConfiguration);

    // the maximum size of the collision world. Make sure objects stay
    // within these boundaries
    // Don't make the world AABB size too large, it will harm simulation
View Full Code Here

    // collision configuration contains default setup for memory, collision setup
    collisionConfiguration = new DefaultCollisionConfiguration();

    // use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
    dispatcher = new CollisionDispatcher(collisionConfiguration);

    broadphase = new DbvtBroadphase();

    // the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
    SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();
View Full Code Here

    // Setup a Physics Simulation Environment

    collisionConfiguration = new DefaultCollisionConfiguration();
    // btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
    dispatcher = new CollisionDispatcher(collisionConfiguration);
    Vector3f worldMin = new Vector3f(-1000f,-1000f,-1000f);
    Vector3f worldMax = new Vector3f(1000f,1000f,1000f);
    //broadphase = new AxisSweep3(worldMin, worldMax);
    //broadphase = new SimpleBroadphase();
    broadphase = new DbvtBroadphase();
View Full Code Here

    public BulletPhysics(WorldProvider world) {
        broadphase = new DbvtBroadphase();
        broadphase.getOverlappingPairCache().setInternalGhostPairCallback(new GhostPairCallback());
        CollisionConfiguration defaultCollisionConfiguration = new DefaultCollisionConfiguration();
        dispatcher = new CollisionDispatcher(defaultCollisionConfiguration);
        SequentialImpulseConstraintSolver sequentialImpulseConstraintSolver = new SequentialImpulseConstraintSolver();
        discreteDynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, sequentialImpulseConstraintSolver, defaultCollisionConfiguration);
        discreteDynamicsWorld.setGravity(new Vector3f(0f, -15f, 0f));
        blockEntityRegistry = CoreRegistry.get(BlockEntityRegistry.class);
View Full Code Here

TOP

Related Classes of com.bulletphysics.collision.dispatch.CollisionDispatcher

Copyright © 2018 www.massapicom. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.