Package com.bulletphysics.dynamics.constraintsolver

Examples of com.bulletphysics.dynamics.constraintsolver.SequentialImpulseConstraintSolver


    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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    BroadphaseInterface overlappingPairCache = new DbvtBroadphase();

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

    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, constraintSolver, collision_config);

    dynamicsWorld.setGravity(new Vector3f(0f, -30f, 0f));
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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 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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    Vector3f worldMin = new Vector3f(-1000f,-1000f,-1000f);
    Vector3f worldMax = new Vector3f(1000f,1000f,1000f);
    AxisSweep3 sweepBP = new AxisSweep3(worldMin, worldMax);
    overlappingPairCache = sweepBP;

    constraintSolver = new SequentialImpulseConstraintSolver();
    dynamicsWorld = new DiscreteDynamicsWorld(dispatcher,overlappingPairCache,constraintSolver,collisionConfiguration);

    Transform startTransform = new Transform();
    startTransform.setIdentity();
    startTransform.origin.set(0.0f, 4.0f, 0.0f);
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  public DiscreteDynamicsWorld(Dispatcher dispatcher, BroadphaseInterface pairCache, ConstraintSolver constraintSolver, CollisionConfiguration collisionConfiguration) {
    super(dispatcher, pairCache, collisionConfiguration);
    this.constraintSolver = constraintSolver;

    if (this.constraintSolver == null) {
      this.constraintSolver = new SequentialImpulseConstraintSolver();
      ownsConstraintSolver = true;
    }
    else {
      ownsConstraintSolver = false;
    }
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    //BroadphaseInterface overlappingPairCache = new SimpleBroadphase(
    //    maxProxies);

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

    DiscreteDynamicsWorld dynamicsWorld = new DiscreteDynamicsWorld(
        dispatcher, overlappingPairCache, solver,
        collisionConfiguration);
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    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;
   
    // TODO: needed for SimpleDynamicsWorld
    //sol.setSolverMode(sol.getSolverMode() & ~SolverMode.SOLVER_CACHE_FRIENDLY.getMask());
   
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    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);

    Vector3f gravity = new Vector3f();
    gravity.negate(cameraUp);
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    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);

        wrapper = new PhysicsWorldWrapper(world);
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