Package com.github.stephengold.joltjni
package com.github.stephengold.joltjni
Java equivalents for Jolt Physics classes and structs.
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ClassDescriptionAn axis-aligned box.Collect all results from a broad-phase ray cast.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 aBody.Determine which bodies are candidates for a collision test.Identify a particularBodyto aBodyInterface.A variable-length vector (array) of body IDs.An interface to aPhysicsSystemthat's used to create, add, modify, query, remove, and delete bodies.An interface to aPhysicsSystemthat is aware of body locking.ABodyLockInterfacethat actually locks bodies.An interface to aPhysicsSystemthat 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.AShapeto represent centered, axis-aligned rectangular solids.Settings used to construct aBoxShape.Coarse collision-detection phase to quickly eliminate body pairs that cannot collide.Unoptimized reference implementation ofBroadPhase.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 aPhysicsSpace.AShapeto represent a right circular cylinder capped by 2 hemispheres.Settings used to construct aCapsuleShape.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 aPhysicsSystem.Settings used to create aCharacterBase.Receive callbacks when a virtual character collides with something.Properties of a character contact that can be overridden during certainCharacterContactListenercallbacks.A counted reference to aCharacter.Settings used to create aCharacter.A counted reference to aCharacterSettingsobject.A character implemented without a rigid body.A counted reference to aCharacterVirtual.Settings used to create aCharacterVirtual.A counted reference to aCharacterVirtualSettingsobject.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.AShapecomposed from a union of simpler subshapes.Settings used to construct aCompoundShape.ATwoBodyConstraintthat limits the swing of the twist axes to a cone and disables translation.Settings used to construct aConeConstraint.The abstract base class for physics constraints.A counted reference to aConstraint.A variable-length array of references to constraints.Settings used to construct aConstraint.A counted reference to aConstraintSettingsobject.Describe a contact between aCharacterand 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 certainContactListenercallbacks.AShapeto represent a convex hull defined by a collection of vertices.Settings used to construct aConvexHullShape.A type ofShapethat inherently possesses the convex property.Settings used to construct aConvexShape.A customizableBodyActivationListener.A customizableCastRayCollector.A customizableCastShapeCollector.A customizableCharacterContactListener.A customizableCollidePointCollector.A customizableCollideShapeBodyCollector.A customizableCollideShapeCollector.A customizableContactListener.A customizablePhysicsStepListener.A customizableRayCastBodyCollector.AShapeto represent a right circular cylinder.Settings used to construct aCylinderShape.Visualization for debugging purposes.ADebugRendererthat records events for future playback.Add functionality to an existingShape.Settings used to construct aDecoratedShape.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.ATwoBodyConstraintthat holds 2 points at a fixed distance from each other.Settings used to construct aDistanceConstraint.AShapethat won't collide with anything and has zero volume.Settings used to construct anEmptyShape.Settings for extended update of a virtual character.ATwoBodyConstraintthat constrains rotation and translation, removing all 6 degrees of freedom.Settings used to construct aFixedConstraint.A vector composed of 3 single-precision components, used as a storage class.ATwoBodyConstraintthat links the angular velocities of the bodies.Settings used to construct aGearConstraint.Test whether 2 collision groups can collide.A group filter implemented using a table.A counted reference to aGroupFilterTableobject.AShapeto represent a surface defined by a matrix of heights.Settings used to construct aHeightFieldShape.ATwoBodyConstraintthat allows rotation only along one axis and disables translation, eliminating 5 degrees of freedom.Settings used to construct aHingeConstraint.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 ofJobSystemwithout threads.A sample implementation ofJobSystemusing a pool of worker threads.AJobSystemthat 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 ofBroadPhaseLayerInterfacethat can be configured at runtime.The mass and inertial tensor of aBody.A 4x4 matrix composed of 16 single-precision elements, used to represent transformations of 3-D coordinates.AShapeto represent a surface defined by a collection of triangles.Settings used to construct aMeshShape.Additional state for aBodythat moves.Settings used to construct a constraint motor.Generate a pseudo-random sequence of integers using a 32-bit Mersenne Twister.ACompoundShapewhose subshapes can be modified after the shape is constructed.Settings used to construct aMutableCompoundShape.Interface for precise collision detection against the bodies in aPhysicsSpace.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 ofObjectVsBroadPhaseLayerFilterthat can be configured at runtime.An implementation ofObjectLayerPairFilterthat can be configured at runtime.Translate the center of mass of a child shape.Settings used to construct anOffsetCenterOfMassShape.Settings used to generate a rigid body in aRagdoll.Surface properties of (part of) aShape.A variable-length list (array) of material references.A counted reference to aPhysicsMaterial.The creation settings of a set of bodies.A counted reference to aPhysicsScene.A component of aPhysicsSystem, 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.AShapeto represent a surface defined by a plane.Settings used to construct aPlaneShape.ATwoBodyConstraintthat constrains the bodies on a common point, removing 3 degrees of freedom.Settings used to construct aPointConstraint.A math object used to represent rotations and orientations in 3-dimensional space, without risk of gimbal lock.Runtime information to simulate a ragdoll composed of bodies connected by constraints.A counted reference to aRagdoll.Settings and structure used to create aRagdoll.A counted reference to aRagdollSettingsobject.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 4x4 matrix composed of 16Realelements, used to represent transformations of 3-D coordinates.Apply rotation followed by translation to an existingShapeto create a new shape.Settings used to construct aRotatedTranslatedShape.A ray cast with anRVec3start location.A shape cast with anRVec3start location.A vector composed of 3 double-precision components, used to represent locations in 3-dimensional space.Apply scaling to an existingShape.Settings used to construct aScaledShape.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 aShape.A counted reference to aConstShape.Either an error or aShapeRefC.Settings used to construct aShape.A counted reference to aShapeSettings.ASharedMutexBasewith profiling and asserts.Manage read/write access to a resource that's shared by multiple threads.ATwoBodyConstraintthat can constrain all 6 degrees of freedom.Settings used to construct aSixDofConstraint.A skeletal animation for skinning.A counted reference to aSkeletalAnimation.A joint hierarchy for skeletal animation.A skeleton with joint transforms specifying a pose.Render settings for debug visualization.A counted reference to aSkeleton.ATwoBodyConstraintthat allows translation only along one axis and disables rotation, eliminating 5 degrees of freedom.Settings used to construct aSliderConstraint.ABroadPhaseLayerFilterthat selects a specific layer.AnObjectLayerFilterthat selects a specific layer.AShapeto represent centered spheres.Settings used to construct aSphereShape.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 ofStateRecorder, usingstringstream.ACompoundShapewhose subshapes cannot be modified after the shape is constructed.Settings used to construct aStaticCompoundShape.An abstract binary input stream.An abstract binary output stream.A wrapper around anstd::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.AShapeto represent the convex hull of 2 spheres centered on the axis.Settings used to construct aTaperedCylinderShape.AShapeto represent a conical frustum.Settings used to construct aTaperedCylinderShape.A memory allocator suitable for use byPhysicsSystem.update().A last-in/first-out implementation ofTempAllocator.A malloc-based implementation ofTempAllocator.A non-indexed triangle with a material index.AShapeto represent a single triangle.Settings used to construct aTriangleShape.A type ofConstraintthat joins 2 bodies.Settings used to construct aTwoBodyConstraint.Generate uniformly distributedintvalues.Generate uniformly distributedfloatvalues.A vector composed of 4 unsigned integer components.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.Detect collisions between vehicle wheels and the environment.AVehicleCollisionTesterthat uses ray casts.A counted reference to aShapeSettings.A constraint used in vehicle simulation.Settings used to construct aVehicleConstraint.Control the acceleration and deceleration of a vehicle.Settings used to construct aVehicleController.A counted reference to aVehicleControllerSettingsobject.A variable-length list of 3-D vectors, implemented using a directFloatBuffer.A single wheel of a vehicle.Control the acceleration and deceleration of a wheeled vehicle.A counted reference to aWheeledVehicleController.Settings used to construct aWheeledVehicleController.Settings used to construct aWheel.Settings used to construct aWheelWv.A counted reference to aWheelSettingsWvobject.A single wheel of aWheeledVehicle.