Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Bullet's implementation of IDynamicWorld. It could be used for dynamics worlds with rigid bodies which interacts between itself.

Namespace: Visual3D.PhysicsNew.Bullet
Assembly: Visual3D.Physics (in Visual3D.Physics.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
[SerializableAttribute]
public class BulletDynamicsWorld : BulletCollisionWorld, 
	IDynamicsWorld, ICollisionWorld
<SerializableAttribute> _
Public Class BulletDynamicsWorld _
	Inherits BulletCollisionWorld _
	Implements IDynamicsWorld, ICollisionWorld

Members

                  
 All Members  Constructors   Fields   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
BulletDynamicsWorld()()()()
Initializes a new instance of the BulletDynamicsWorld class
BulletDynamicsWorld(BoundingBox)
Initializes a new instance of the BulletDynamicsWorld class
BulletDynamicsWorld(BoundingBox, SchedulerId)
Initializes a new instance of the BulletDynamicsWorld class
Activate()()()() (Overrides BulletCollisionWorld..::..Activate()()()().)
AddCharacter(ICharacter)
AddConstraint(ConstraintBase) (Overrides PhysicsSystem..::..AddConstraint(ConstraintBase).)
AddConstraint(ConstraintBase, Boolean)
AddConstraint(ConstraintBase, Boolean, Boolean)
AddLandcoverBody(InstanceData%) (Overrides PhysicsSystem..::..AddLandcoverBody(InstanceData%).)
AddObject(PhysicalEntity) (Overrides BulletCollisionWorld..::..AddObject(PhysicalEntity).)
AddObjectDeferral(PhysicalEntity)
AddObjectImediatly(PhysicalEntity)
AddObjectInternal(PhysicalEntity)
AddPlantPhysicsBody(RigidBody)
AddRagDoll(RagDoll)
AddRigidBody(RigidBody)
AddRigidBody(IRigidBody)
AddSensor(BulletSensor)
AddVehicle(IVehicle)
ApplyImpulse(RigidBody, Vector3)
ApplyImpulse(BulletRigidBody, Vector3)
ApplySettings(ScenePhysicsSettings) (Overrides BulletCollisionWorld..::..ApplySettings(ScenePhysicsSettings).)
Collisions (Inherited from BulletCollisionWorld.)
CollisionsHandled (Inherited from BulletCollisionWorld.)
Constraints
Constraints (Joints) list.
CreateObject(ObjectPhysics)
CreatePhysicalTerrain()()()()
CreateRigidBody(RigidBodyConstructionInfo)
CreateRigidBody(PhysicalBodyConstructionInfo)
DebugDrawer
Gets current physics debug drawer.
DebugDrawerEnabled
Enables or disables physics debug drawer.
DebugDrawerMode
DestroyLandcoverBodies()()()() (Overrides PhysicsSystem..::..DestroyLandcoverBodies()()()().)
DestroyPhysicalTerrain()()()()
Dispose()()()() (Inherited from PhysicsSystem.)
Disposed (Inherited from PhysicsSystem.)
DrawSelectedOnly
FixedTimeStep
By decreasing the size of FixedTimeStep, you are increasing the “resolution” of the simulation. If you are finding that your objects are moving very fast and escaping from walls instead of colliding with them, then one way to help fix this problem is by decreasing FixedTimeStep.
Gravity
Gets\Sets world's gravity level.
InitializePhysicsEnvironment(Scene) (Overrides PhysicsSystem..::..InitializePhysicsEnvironment(Scene).)
IsActivated (Inherited from PhysicsSystem.)
IsActive
Indicates if Physics System is active and performs physics simulations in Run (Normal) mode.
(Inherited from PhysicsSystem.)
NativeBulletCollisionWorld
Reference to Bullet's CollisionWorld.
(Inherited from BulletCollisionWorld.)
NativeDiscreteDynamicsWorld
Reference to Bullet's DiscreteDynamicsWorld.
NumSubSteps
When you pass NumSubSteps > 1, it will interpolate movement for you. This means that if your FixedTimeStep is 3 units, and you pass a TimeStep (time between physics simulation steps) of 4, then it will do exactly one tick, and estimate the remaining movement by 1/3. This saves you having to do interpolation yourself, but keep in mind that NumSubSteps needs to be greater than 1, you could not set it less than 1.
ParseContactManifold()()()() (Inherited from BulletCollisionWorld.)
PerformCollisionDetection()()()() (Inherited from BulletCollisionWorld.)
PhysicalTerrain
Indicates if current physics system performs collision detection with terrain's surface.
PhysLock (Inherited from PhysicsSystem.)
PrepareForUse(Scene) (Overrides PhysicsSystem..::..PrepareForUse(Scene).)
RayCast(Vector3%, Vector3%, Vector3%)
RayCast(Vector3%, Vector3%, IRayTestResult%)
RayCast(Vector3%, Quaternion%, Single, Vector3%)
RayCast(Vector3%, Vector3%, Vector3%, Vector3%)
RayCast(Vector3%, Vector3%, PhysicalEntity, IRayTestResult%)
RayCast(Vector3, Vector3, Boolean, Vector3%, Vector3%)
RemoveCharacter(ICharacter)
RemoveConstraint(ConstraintBase) (Overrides PhysicsSystem..::..RemoveConstraint(ConstraintBase).)
RemoveLandcoverBodies()()()() (Overrides PhysicsSystem..::..RemoveLandcoverBodies()()()().)
RemoveLandcoverBody(InstanceData%) (Overrides PhysicsSystem..::..RemoveLandcoverBody(InstanceData%).)
RemoveObject(PhysicalEntity) (Overrides BulletCollisionWorld..::..RemoveObject(PhysicalEntity).)
RemoveObjectDeferral(PhysicalEntity)
RemoveObjectImediatly(PhysicalEntity)
RemoveObjectInternal(PhysicalEntity)
RemovePlantPhysicsBody(BulletPlantPhysicsBody)
RemoveRagDoll(RagDoll)
RemoveRigidBody(IRigidBody)
RemoveSensor(BulletSensor)
RemoveVehicle(IVehicle)
UpdateInterval (Overrides PhysicsSystem..::..UpdateInterval.)

Inheritance Hierarchy

System..::..Object
  Visual3D.PhysicsNew..::..PhysicsSystem
    Visual3D.PhysicsNew.Bullet..::..BulletCollisionWorld
      Visual3D.PhysicsNew.Bullet..::..BulletDynamicsWorld

See Also