All Classes and Interfaces
Class
Description
An axis-aligned box.
Collect all results from a broad-phase ray cast.
A variable-length array of elements.
An object with mass, position, and shape that can be added to a
PhysicsSystem.Receive events when a body is activated or deactivated.
Settings used to create a
Body.Determine which bodies are candidates for a collision test.
Identify a particular
Body to a BodyInterface.A variable-length vector (array) of body IDs.
An interface to a
PhysicsSystem that's used to create, add, modify,
query, remove, and delete bodies.An interface to a
PhysicsSystem that is aware of body locking.A
BodyLockInterface that actually locks bodies.An interface to a
PhysicsSystem that doesn't automatically lock
bodies.Lock a body for read-only access.
Lock a body for read-write access.
A container for bodies.
Render settings for debug visualization.
A variable-length vector (array) of bodies.
A
Shape to represent centered, axis-aligned rectangular solids.Settings used to construct a
BoxShape.Coarse collision-detection phase to quickly eliminate body pairs that cannot
collide.
Unoptimized reference implementation of
BroadPhase.Information about a broad-phase cast hit.
A collision filter for broad-phase layers.
Map object layers to broad-phase layers.
Fast quad-tree broad phase that is multi-threading aware.
Interface for crude collision detection against the bounding boxes in a
PhysicsSpace.A
Shape to represent a right circular cylinder capped by 2
hemispheres.Settings used to construct a
CapsuleShape.Collect results from a narrow-phase ray-cast query.
Collect results from a narrow-phase shape-cast query.
A character implemented using a kinematic rigid body.
Base class to represent a player navigating a
PhysicsSystem.Settings used to create a
CharacterBase.Receive callbacks when a virtual character collides with something.
Properties of a character contact that can be overridden during certain
CharacterContactListener callbacks.A counted reference to a
Character.Settings used to create a
Character.A counted reference to a
CharacterSettings object.A character implemented without a rigid body.
A counted reference to a
CharacterVirtual.Settings used to create a
CharacterVirtual.A counted reference to a
CharacterVirtualSettings object.An interface to determine which characters (if any) should collide with other
characters.
A simple implementation of the Character-versus-Character collision
interface.
Collect results from a narrow-phase collide-shape query.
Information about a narrow-phase collision by a point.
Configurable options for a shape-oriented collision query.
Collect body IDs from a broad-phase collide-shape query.
Collect results from a narrow-phase collide-shape query.
Information about a narrow-phase collision by a shape.
Configurable options for a collide-shape query.
Restrict which bodies can collide.
An RGBA color with 8-bit components.
Combine the restitution or friction of 2 bodies.
A
Shape composed from a union of simpler subshapes.Settings used to construct a
CompoundShape.A
TwoBodyConstraint that limits the swing of the twist axes to a cone
and disables translation.Settings used to construct a
ConeConstraint.Read-only access to an
AaBox.Read-only access to a
Body.Read-only access to a
BodyCreationSettings object.Read-only access to a
BodyId.Read-only access to a
BroadPhaseLayerInterface.Read-only access to a
Character.Read-only access to a
CharacterBase.Read-only access to a
CharacterBaseSettings object.Read-only access to a
CharacterSettings object.Read-only access to a
CharacterVirtual.Read-only access to a
CharacterVirtualSettings object.Read-only access to a
CollideShapeResult.Read-only access to a
Color.Read-only access to a
Constraint.Read-only access to a
ConstraintSettings object.Read-only access to a
Contact.Read-only access to a
ContactManifold.Read-only access to a
ContactSettings object.Read-only access to a
ConvexShapeSettings object.Read-only access to a
JoltPhysicsObject.Read-only access to a
MassProperties object.Read-only access to an
ObjectLayerPairFilter.Read-only access to an
ObjectVsBroadPhaseLayerFilter.Read-only access to an
OrientedBox.Read-only access to a
PhysicsMaterial.Read-only access to an
Plane.The abstract base class for physics constraints.
A counted reference to a
Constraint.A variable-length array of references to constraints.
Settings used to construct a
Constraint.A counted reference to a
ConstraintSettings object.Read-only access to a
Shape.Read-only access to a
SubShapeId.Read-only access to a
SubShapeIdPair.Read-only access to
WheelSettings.Describe a contact between a
Character and a body or another
character.A variable-length list (array) of character contacts.
Receive collision contact events.
The contact surface between two bodies.
Properties of a contact constraint that can be overridden during certain
ContactListener callbacks.A
Shape to represent a convex hull defined by a collection of
vertices.Settings used to construct a
ConvexHullShape.A type of
Shape that inherently possesses the convex property.Settings used to construct a
ConvexShape.A customizable
BodyActivationListener.A customizable
CastRayCollector.A customizable
CastShapeCollector.A customizable
CharacterContactListener.A customizable
CollidePointCollector.A customizable
CollideShapeBodyCollector.A customizable
CollideShapeCollector.A customizable
ContactListener.A customizable
PhysicsStepListener.A customizable
RayCastBodyCollector.A
Shape to represent a right circular cylinder.Settings used to construct a
CylinderShape.Visualization for debugging purposes.
A
DebugRenderer that records events for future playback.Add functionality to an existing
Shape.Settings used to construct a
DecoratedShape.A collision filter for specific broad-phase layers.
A collision filter for specific object layers.
Generate a pseudo-random sequence of integers for casual use.
A
TwoBodyConstraint that holds 2 points at a fixed distance from each
other.Settings used to construct a
DistanceConstraint.Enumerate actions passed to
BodyInterface when adding a body.Enumerate ways to handle inactive edges during collision detection.
Bitmasks to enumerate a body's degrees of freedom among the axes of a
PhysicsSystem.Enumerate the degrees of freedom in a
SixDofConstraint.Enumerate ways to handle back-facing surfaces (or triangles) during collision
detection.
Enumerate types of bodies.
Enumerate ways of rendering shadows.
Whether to collect faces during a cast or collision test.
Select local space or world space for specifying certain constraint
properties.
Enumerate types of
Constraint.Enumerate categories that a
Constaint can belong to.Enumerate options for culling polygons.
Enumerate ways of drawing triangles.
Categorize the possible relationships between a character and its supporting
surface.
Enumerate motion types for bodies.
Enumerate motion types for bodies.
Enumerate the states a constraint motor can be in.
A
Shape that won't collide with anything and has zero volume.Settings used to construct an
EmptyShape.Enumerate ways the
mMassPropertiesOverride field of
BodyCreationSettings can be used.Error conditions reported by
PhysicsSystem.update().Enumerate types of
Shape.Enumerate categories that a
Shape can belong to.Enumerate ways to specify a spring in a constraint.
Bitmasks to select which components of a
PhysicsSystem should be
saved.Enumerate possible behaviors of a swing limit in a
Constraint.Settings for extended update of a virtual character.
A
TwoBodyConstraint that constrains rotation and translation,
removing all 6 degrees of freedom.Settings used to construct a
FixedConstraint.A vector composed of 3 single-precision components, used as a storage class.
A
TwoBodyConstraint that links the angular velocities of the bodies.Settings used to construct a
GearConstraint.Test whether 2 collision groups can collide.
A group filter implemented using a table.
A counted reference to a
GroupFilterTable object.A
Shape to represent a surface defined by a matrix of heights.Settings used to construct a
HeightFieldShape.A
TwoBodyConstraint that allows rotation only along one axis and
disables translation, eliminating 5 degrees of freedom.Settings used to construct a
HingeConstraint.A triangle composed of three 32-bit mesh-vertex indices and a material index.
A variable-length list (array) of indexed triangles.
A triangle composed of three 32-bit mesh-vertex indices.
A system for scheduling units of work for execution.
A sample implementation of
JobSystem without threads.A sample implementation of
JobSystem using a pool of worker threads.A
JobSystem that provides barriers for synchronizing tasks.The local-space coordinate transform of an animation joint relative to its
parent joint.
Utility methods providing JNI access to Jolt Physics.
An abstract class to represent a (native) Jolt Physics object.
An implementation of
BroadPhaseLayerInterface that can be configured
at runtime.The mass and inertial tensor of a
Body.A 4x4 matrix composed of 16 single-precision elements, used to represent
transformations of 3-D coordinates.
Read-only access to a
Mat44.A
Shape to represent a surface defined by a collection of triangles.Settings used to construct a
MeshShape.Additional state for a
Body that moves.Settings used to construct a constraint motor.
Generate a pseudo-random sequence of integers using a 32-bit Mersenne
Twister.
A
CompoundShape whose subshapes can be modified after the shape is
constructed.Settings used to construct a
MutableCompoundShape.Interface for precise collision detection against the bodies in a
PhysicsSpace.Gather and report narrow-phase performance statistics.
A non-copyable Jolt Physics object.
A collision filter for physics-object layers.
Filter collisions between object layers.
Utility class for reading Jolt Physics objects from files.
Filter collisions between objects and broad-phase layers.
An implementation of
ObjectVsBroadPhaseLayerFilter that can be
configured at runtime.An implementation of
ObjectLayerPairFilter that can be configured at
runtime.Translate the center of mass of a child shape.
Settings used to construct an
OffsetCenterOfMassShape.Java equivalents for the overloaded operators of Jolt Physics.
Settings used to generate a rigid body in a
Ragdoll.Surface properties of (part of) a
Shape.A variable-length list (array) of material references.
A counted reference to a
PhysicsMaterial.The creation settings of a set of bodies.
A counted reference to a
PhysicsScene.A component of a
PhysicsSystem, used to configure simulation
parameters.Interface to receive a callback before every physics simulation step.
Context passed to a physics-step listener.
Perform simulation on a collection of physics objects.
A math object used to represent a plane in 3-dimensional space.
A
Shape to represent a surface defined by a plane.Settings used to construct a
PlaneShape.A
TwoBodyConstraint that constrains the bodies on a common point,
removing 3 degrees of freedom.Settings used to construct a
PointConstraint.A math object used to represent rotations and orientations in 3-dimensional
space, without risk of gimbal lock.
Read-only access to a
Quat.Runtime information to simulate a ragdoll composed of bodies connected by
constraints.
A counted reference to a
Ragdoll.Settings and structure used to create a
Ragdoll.A counted reference to a
RagdollSettings object.A ray cast with a single-precision start location.
Collect results from a broad-phase raycast.
Information about a broad-phase ray-cast hit.
Raycast configuration options.
A counted reference to a
RefTarget.Classes that implement this interface maintain a count of active references
to each instance.
A 4x4 matrix composed of 16
Real elements, used to represent
transformations of 3-D coordinates.Read-only access to an
RMat44.Apply rotation followed by translation to an existing
Shape to create
a new shape.Settings used to construct a
RotatedTranslatedShape.A ray cast with an
RVec3 start location.A shape cast with an
RVec3 start location.A vector composed of 3 double-precision components, used to represent
locations in 3-dimensional space.
Read-only access to an
RVec3.Apply scaling to an existing
Shape.Settings used to construct a
ScaledShape.A physics object that can be serialized (saved) and de-serialized (restored).
The abstract base class for collision shapes.
Information about a narrow-phase ray cast hitting a shape.
Configurable options for a shape-cast query.
Determine which shapes are candidates for a collision test.
A counted reference to a
Shape.A counted reference to a
ConstShape.Either an error or a
ShapeRefC.Settings used to construct a
Shape.A counted reference to a
ShapeSettings.A
SharedMutexBase with profiling and asserts.Manage read/write access to a resource that's shared by multiple threads.
A
TwoBodyConstraint that can constrain all 6 degrees of freedom.Settings used to construct a
SixDofConstraint.A skeletal animation for skinning.
A counted reference to a
SkeletalAnimation.A joint hierarchy for skeletal animation.
A skeleton with joint transforms specifying a pose.
Render settings for debug visualization.
A counted reference to a
Skeleton.A
TwoBodyConstraint that allows translation only along one axis and
disables rotation, eliminating 5 degrees of freedom.Settings used to construct a
SliderConstraint.A
BroadPhaseLayerFilter that selects a specific layer.An
ObjectLayerFilter that selects a specific layer.A
Shape to represent centered spheres.Settings used to construct a
SphereShape.Settings used to construct a constraint spring.
Record the state of a physics system.
Determine which parts of a physics system should be saved.
Full implementation of
StateRecorder, using stringstream.A
CompoundShape whose subshapes cannot be modified after the shape is
constructed.Settings used to construct a
StaticCompoundShape.An abstract binary input stream.
An abstract binary output stream.
A wrapper around an
std::ofstream.An element of a compound shape.
Identify an element (typically a triangle or other primitive type) in a
compound shape.
Identify a pair of colliding subshapes.
A
Shape to represent the convex hull of 2 spheres centered on the
axis.Settings used to construct a
TaperedCylinderShape.A
Shape to represent a conical frustum.Settings used to construct a
TaperedCylinderShape.A memory allocator suitable for use by
PhysicsSystem.update().A last-in/first-out implementation of
TempAllocator.A malloc-based implementation of
TempAllocator.A non-indexed triangle with a material index.
A
Shape to represent a single triangle.Settings used to construct a
TriangleShape.A type of
Constraint that joins 2 bodies.Settings used to construct a
TwoBodyConstraint.Generate uniformly distributed
int values.Generate uniformly distributed
float values.A vector composed of 4 unsigned integer components.
Read-only access to a
UVec4.Enumerate ways to process contacts between 2 bodies.
A vector composed of 3 single-precision components, used to represent
directions, extents, forces, impulses, offsets, scaling factors, torques, and
velocities in 3-dimensional space.
Read-only access to a
Vec3.Detect collisions between vehicle wheels and the environment.
A
VehicleCollisionTester that uses ray casts.A counted reference to a
ShapeSettings.A constraint used in vehicle simulation.
Settings used to construct a
VehicleConstraint.Control the acceleration and deceleration of a vehicle.
Settings used to construct a
VehicleController.A counted reference to a
VehicleControllerSettings object.A variable-length list of 3-D vectors, implemented using a direct
FloatBuffer.A single wheel of a vehicle.
Control the acceleration and deceleration of a wheeled vehicle.
A counted reference to a
WheeledVehicleController.Settings used to construct a
WheeledVehicleController.Settings used to construct a
Wheel.Settings used to construct a
WheelWv.A counted reference to a
WheelSettingsWv object.A single wheel of a
WheeledVehicle.