Package com.bulletphysics.collision.dispatch

Examples of com.bulletphysics.collision.dispatch.CollisionConfiguration


    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));
        CollisionShape groundShape = new StaticPlaneShape(new Vector3f(0, 1, 0), 0.25f /* m */);
 
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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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public class HelloWorld
{
  public static void main(String[] args) {
    // collision configuration contains default setup for memory, collision
    // 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);
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    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);
        discreteDynamicsWorld.setGravity(new Vector3f(0f, -15f, 0f));
        blockEntityRegistry = CoreRegistry.get(BlockEntityRegistry.class);
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