public final class GhostObject extends CollisionObject
GhostObject can keep track of all objects that are overlapping
By default, this overlap is based on the AABB
This is useful for creating a character controller, collision sensors/triggers, explosions etc.
We plan on adding rayTest and other queries for the GhostObjectCollisionObject.ActivationState| Constructor and Description |
|---|
GhostObject(PhysicWorld physicWorld,
CollisionShape shape) |
| Modifier and Type | Method and Description |
|---|---|
void |
destroy()
Must call
CollisionObject.nSetUserPointer(long, CollisionObject) and destroy native objects |
void |
getOverlappingObjects(Array<CollisionObject> dst) |
void |
getPenetratingObjects(Array<CollisionObject> dst) |
activate, getActivationState, getCollisionShape, getFriction, getRestitution, getRollingFriction, getTransform, getUserObject, getWorldTransform, hasContactResponse, isActive, isKinematicObject, isStaticObject, setActivationState, setCollisionShape, setContactResponse, setFriction, setRestitution, setRollingFriction, setTransform, setTransform, setUserObject, setWorldTransform, setWorldTransformpublic GhostObject(PhysicWorld physicWorld, CollisionShape shape)
public final void destroy()
CollisionObjectCollisionObject.nSetUserPointer(long, CollisionObject) and destroy native objectsdestroy in interface INativedestroy in class CollisionObjectCollisionObject.nSetUserPointer(long, CollisionObject)public final void getOverlappingObjects(Array<CollisionObject> dst)
public final void getPenetratingObjects(Array<CollisionObject> dst)
Bonzai Engine 1.3.4 11/12/2015 - A Java OpenGL engine and tools for Windows/Mac/Linux/Android
Copyright © 2007-2015 Jérôme Jouvie bonzaiengine.com contact@bonzaiengine.com