3 #include <btBulletCollisionCommon.h> 4 #include <btBulletDynamicsCommon.h> 28 btSequentialImpulseConstraintSolver *
solver;
35 Physics(
const core::aabbox3df irrBox);
43 btTransform getGround();
45 void UpdatePhysics(u32 delta, u32 fps);
50 void UpdateRender(btRigidBody* btbody);
60 btRigidBody* createCannonBall(scene::ISceneNode* node, core::vector3df position, f32 radius);
70 btRigidBody* createTreasure(scene::IMeshSceneNode* node, core::vector3df scale, core::vector3df position);
80 btRigidBody* createCastleBlock(scene::ISceneNode* node, core::vector3df rotation, core::vector3df scale, core::vector3df position);
btSequentialImpulseConstraintSolver * solver
Internal bullet solver.
Definition: physics.h:28
btCollisionDispatcher * dispatcher
Collision system dispatcher.
Definition: physics.h:26
btBroadphaseInterface * broadPhase
Bounding box overlapping interface.
Definition: physics.h:24
btDiscreteDynamicsWorld * World
Type of discrete rigid body simulation.
Definition: physics.h:15
Physics class will handle all things related to collisions, creating Bullet physics objects and the p...
Definition: physics.h:12
std::list< btRigidBody * > Objects
List of btRigitBody instances.
Definition: physics.h:20
btTransform ground
Ground transform properties.
Definition: physics.h:30
btDefaultCollisionConfiguration * collisionConfiguration
Default collision system.
Definition: physics.h:22