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.ActivationStatecollisionShape, KINEMATIC_OBJECT, physicWorld, STATIC_OBJECT| 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 |
protected long |
getCollisionObjectId() |
void |
getOverlappingObjects(Array<CollisionObject> dst) |
void |
getPenetratingObjects(Array<CollisionObject> dst) |
activate, applyCollisionTransform, finalize, getActivationState, getCollisionFlags, getCollisionObject, getCollisionShape, getFriction, getRestitution, getRollingFriction, getTransform, getUserObject, getWorldTransform, hasContactResponse, isActive, isKinematicObject, isStaticObject, nSetUserPointer, setActivationState, setCollisionFlags, 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)protected final long getCollisionObjectId()
getCollisionObjectId in class CollisionObjectpublic final void getOverlappingObjects(Array<CollisionObject> dst)
public final void getPenetratingObjects(Array<CollisionObject> dst)
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