Package com.bulletphysics.collision.broadphase

Examples of com.bulletphysics.collision.broadphase.DbvtBroadphase


    private static boolean createNewShape = false;
    private static boolean resetControlBall = false;
    private static Sphere sphere = new Sphere();

    private static void setUpPhysics() {
        BroadphaseInterface broadphase = new DbvtBroadphase();
        CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
        CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
        ConstraintSolver solver = new SequentialImpulseConstraintSolver();
        dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
        dynamicsWorld.setGravity(new Vector3f(0, -10 /* m/s2 */, 0));
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    private static void setUpPhysics() {
        /**
         * The object that will roughly find out whether bodies are colliding.
         */
        BroadphaseInterface broadphase = new DbvtBroadphase();
        CollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
        /**
         * The object that will accurately find out whether, when, how, and where bodies are colliding.
         */
        CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
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    this.params = params;
   
   
    this.collisionConfiguration = new DefaultCollisionConfiguration();
    this.dispatcher = new CollisionDispatcher(collisionConfiguration);
    this.broadphase = new DbvtBroadphase();
    this.solver = new SequentialImpulseConstraintSolver();
    this.dynamicsWorld = new DiscreteDynamicsWorld(dispatcher,
        broadphase, solver, collisionConfiguration)
   
    collisionShapes = new ObjectArrayList<CollisionShape>();
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  }
 
  public void resetEnvironment() {
    this.collisionConfiguration = new DefaultCollisionConfiguration();
    this.dispatcher = new CollisionDispatcher(collisionConfiguration);
    this.broadphase = new DbvtBroadphase();
    this.solver = new SequentialImpulseConstraintSolver();
    this.dynamicsWorld = new DiscreteDynamicsWorld(dispatcher,
        broadphase, solver, collisionConfiguration)
   
    collisionShapes = new ObjectArrayList<CollisionShape>();
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    Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000);
    Vector3f worldAabbMax = new Vector3f(10000,10000,10000);
    //BroadphaseInterface overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax);
    //BroadphaseInterface overlappingPairCache = new SimpleBroadphase();
    BroadphaseInterface overlappingPairCache = new DbvtBroadphase();

    ConstraintSolver constraintSolver = new SequentialImpulseConstraintSolver();

    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collision_config);
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    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 SimpleBroadphase();
    overlappingPairCache = new DbvtBroadphase();
    constraintSolver = new SequentialImpulseConstraintSolver();
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collisionConfiguration);
    //#ifdef FORCE_ZAXIS_UP
    //dynamicsWorld.setGravity(new Vector3f(0, 0, -10));
    //#endif
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    //#endif//USE_PARALLEL_DISPATCHER

    Vector3f worldMin = new Vector3f(-1000f, -1000f, -1000f);
    Vector3f worldMax = new Vector3f(1000f, 1000f, 1000f);
    //broadphase = new AxisSweep3(worldMin, worldMax);
    broadphase = new DbvtBroadphase();
    //broadphase = new SimpleBroadphase();
    solver = new SequentialImpulseConstraintSolver();
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
    //#ifdef USE_PARALLEL_DISPATCHER
    //m_dynamicsWorld->getDispatchInfo().m_enableSPU=true;
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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);

    overlappingPairCache = 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 DbvtBroadphase();
    solver = new SequentialImpulseConstraintSolver();
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);

    // JAVA NOTE: added
    dynamicsWorld.setDebugDrawer(new GLDebugDrawer(gl));
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    Vector3f worldAabbMin = new Vector3f(-10000, -10000, -10000);
    Vector3f worldAabbMax = new Vector3f(10000, 10000, 10000);
    //BroadphaseInterface overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax);
    //BroadphaseInterface overlappingPairCache = new SimpleBroadphase();
    BroadphaseInterface overlappingPairCache = new DbvtBroadphase();

    //#ifdef USE_ODE_QUICKSTEP
    //btConstraintSolver* constraintSolver = new OdeConstraintSolver();
    //#else
    ConstraintSolver constraintSolver = new SequentialImpulseConstraintSolver();
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