Package com.bulletphysics.collision.dispatch

Examples of com.bulletphysics.collision.dispatch.DefaultCollisionConfiguration


    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 void initPhysics() {

    // 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);
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    super(ident, id, fatherEnvironment, params);
   
    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)
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    }
    clock.reset();
  }
 
  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)
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    public void init() {
        Vector3f worldAabbMin = new Vector3f(-10000, -10000, -10000);
        Vector3f worldAabbMax = new Vector3f(10000, 10000, 10000);
        Vector3f gravity = new Vector3f(0, -10, 0);

        DefaultCollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
        CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
        AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax);
        SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();
        world = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache,
                solver, collisionConfiguration);
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    cyclePeriod = 2000.0f; // in milliseconds
    muscleStrength = 0.05f;

    setCameraDistance(5.0f);
   
    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);
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    //m_forwardAxis = 1;
    //#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 SimpleBroadphase();
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    //#else
    //btCollisionShape* groundShape = new btBoxShape(btVector3(50,3,50));
    //m_collisionShapes.push_back(groundShape);
    //#endif //USE_TRIMESH_SHAPE

    collisionConfiguration = new DefaultCollisionConfiguration();

//    //#ifdef USE_PARALLEL_DISPATCHER
//    #ifdef USE_WIN32_THREADING
//
//    int maxNumOutstandingTasks = 4;//number of maximum outstanding tasks
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  public void initPhysics() {
    setCameraDistance(30f);

    // 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();
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