24 while (get_num_characters() > 0) {
28 while (get_num_vehicles() > 0) {
32 while (get_num_constraints() > 0) {
36 while (get_num_rigid_bodies() > 0) {
40 while (get_num_soft_bodies() > 0) {
44 while (get_num_ghosts() > 0) {
48 _info.m_sparsesdf.Reset();
52 delete _configuration;
62 INLINE
void BulletWorld::
68 _world->setDebugDrawer(&(_debug->_drawer));
76 INLINE
void BulletWorld::
80 _world->setDebugDrawer(NULL);
89 get_debug_node()
const {
99 INLINE btDynamicsWorld *BulletWorld::
110 INLINE btBroadphaseInterface *BulletWorld::
111 get_broadphase()
const {
121 INLINE btDispatcher *BulletWorld::
122 get_dispatcher()
const {
132 INLINE
int BulletWorld::
133 get_num_rigid_bodies()
const {
135 return _bodies.size();
144 get_rigid_body(
int idx)
const {
146 nassertr(idx >= 0 && idx < (
int)_bodies.size(), NULL);
155 INLINE
int BulletWorld::
156 get_num_soft_bodies()
const {
158 return _softbodies.size();
167 get_soft_body(
int idx)
const {
169 nassertr(idx >= 0 && idx < (
int)_softbodies.size(), NULL);
170 return _softbodies[idx];
178 INLINE
int BulletWorld::
179 get_num_ghosts()
const {
181 return _ghosts.size();
190 get_ghost(
int idx)
const {
192 nassertr(idx >= 0 && idx < (
int)_ghosts.size(), NULL);
201 INLINE
int BulletWorld::
202 get_num_characters()
const {
204 return _characters.size();
213 get_character(
int idx)
const {
215 nassertr(idx >= 0 && idx < (
int)_characters.size(), NULL);
216 return _characters[idx];
224 INLINE
int BulletWorld::
225 get_num_vehicles()
const {
227 return _vehicles.size();
236 get_vehicle(
int idx)
const {
238 nassertr(idx >= 0 && idx < (
int)_vehicles.size(), NULL);
239 return _vehicles[idx];
247 INLINE
int BulletWorld::
248 get_num_constraints()
const {
250 return _constraints.size();
259 get_constraint(
int idx)
const {
261 nassertr(idx >= 0 && idx < (
int)_constraints.size(), NULL);
262 return _constraints[idx];
270 INLINE
int BulletWorld::
271 get_num_manifolds()
const {
273 return _world->getDispatcher()->getNumManifolds();
void remove_soft_body(BulletSoftBodyNode *node)
Deprecated.
void remove_vehicle(BulletVehicle *vehicle)
Deprecated.
void remove_ghost(BulletGhostNode *node)
Deprecated.
void remove_rigid_body(BulletRigidBodyNode *node)
Deprecated.
Simulates a raycast vehicle which casts a ray per wheel at the ground as a cheap replacement for comp...
void remove_character(BulletBaseCharacterControllerNode *node)
Deprecated.
void remove_constraint(BulletConstraint *constraint)
Deprecated.