btAlignedObjectArray< btSoftBody * > btSoftBodyArray
const btSoftBodyArray & getSoftBodyArray() const
virtual void predictUnconstraintMotion(btScalar timeStep)
static void rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
void removeSoftBody(btSoftBody *body)
virtual void internalSingleStepSimulation(btScalar timeStep)
virtual void debugDrawWorld()
virtual void serialize(btSerializer *serializer)
virtual btDynamicsWorldType getWorldType() const
virtual ~btSoftMultiBodyDynamicsWorld()
btSoftBodyWorldInfo & getWorldInfo()
const btSoftBodyWorldInfo & getWorldInfo() const
void solveSoftBodiesConstraints(btScalar timeStep)
btSoftBodyArray & getSoftBodyArray()
virtual void removeCollisionObject(btCollisionObject *collisionObject)
removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise ca...
void addSoftBody(btSoftBody *body, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter)
virtual void rayTest(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, RayResultCallback &resultCallback) const
btSoftMultiBodyDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btMultiBodyConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration, btSoftBodySolver *softBodySolver=0)
void serializeSoftBodies(btSerializer *serializer)