class
MotionStateBullet Physics motion state.
Contents
Encapsulates btMotionState
as a SceneGraph feature.
Usage
Common usage is to either create a btRigidBody
to share transformation with a SceneGraph::
SceneGraph::Object<SceneGraph::MatrixTransformation3D> object; btRigidBody rigidBody{mass, &(new MotionState{object}).btMotionState(), collisionShape}; // rigidBody will be affected when changing the transform of object and // object will be affected when transformation of rigidBody is changed.
Or setting the motion state afterwards:
SceneGraph::Object<SceneGraph::MatrixTransformation3D> object; btRigidBody rigidBody{...}; rigidBody.setMotionState(&(new MotionState{object}).btMotionState());
Note that changes to a rigidBody using btRigidBody::setWorldTransform()
may only update the motion state of non-static objects and while btDynamicsWorld::stepSimulation()
is called.
Base classes
-
template<UnsignedInt dimensions, class T>class Magnum::SceneGraph::AbstractFeature
- Base for object features.
Constructors, destructors, conversion operators
-
template<class T>MotionState(T& object)
- Constructor.
Public functions
- auto btMotionState() -> btMotionState&
- Motion state.
Function documentation
template<class T>
Magnum:: BulletIntegration:: MotionState:: MotionState(T& object)
Constructor.
Parameters | |
---|---|
object | Object this motion state belongs to |