Package com.bulletphysics.collision.broadphase

Examples of com.bulletphysics.collision.broadphase.DbvtBroadphase


    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();
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher,overlappingPairCache,constraintSolver,collisionConfiguration);
    //#ifdef FORCE_ZAXIS_UP
    //m_dynamicsWorld->setGravity(btVector3(0,0,-10));
    //#endif
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    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();
    solver = sol;
   
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    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();
    //btOverlappingPairCache* broadphase = new btSimpleBroadphase();
    solver = new SequentialImpulseConstraintSolver();
    //ConstraintSolver* solver = new OdeConstraintSolver;
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);

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    private Map<EntityRef, BulletCharacterMoverCollider> entityColliders = Maps.newHashMap();
    private Map<EntityRef, PairCachingGhostObject> entityTriggers = Maps.newHashMap();
    private List<PhysicsSystem.CollisionPair> collisions = new ArrayList<>();

    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);
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