All Classes and Interfaces

Class
Description
An axis-aligned box.
Add convex radius to a support function.
Specify an additional constraint for use in a ragdoll.
Collect all results from a narrow-phase ray-cast query.
Collect all results from a narrow-phase shape-cast query.
Collect all results from a narrow-phase point query.
Collect all results from a broadphase shape collision.
Collect all results from a narrow-phase shape collision.
Collect all results from a broad-phase ray-cast query.
Collect all leaf shapes from a transformed shape or narrow-phase query.
Collect one result from a narrow-phase ray-cast query.
Collect one result from a narrow-phase shape-cast query.
Collect one result from a narrow-phase collide-shape query.
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 rigid body.
Determine which bodies are candidates for a collision test.
A fixed-length array of body IDs.
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.
A BodyLockInterface 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.
Map object layers to broad-phase layers using a lookup table.
Fast quad-tree broad phase that is multi-threading aware.
Interface for crude collision detection against the bounding boxes in a PhysicsSystem.
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.
A counted reference to a ConstCharacter.
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.
A counted reference to a ConstCharacter.
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.
An edge in a ConvexHullBuilder.
A triangular face in a ConvexHullBuilder.
Collect the closest result from a narrow-phase ray-cast query.
Collect the closest result from a narrow-phase shape-cast query.
Collect the closest result from a narrow-phase collide-shape query.
Utilities to locate the closest point on a line segment, triangle or tetrahedron.
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.
Utilities to collect collisions between shapes.
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 sub-shapes.
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 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 CollisionGroup.
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 Face.
Read-only access to a GroupFilter.
Read-only access to a Joint.
Read-only access to a JoltPhysicsObject.
Read-only access to a MassProperties object.
Read-only access to MotionProperties 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 ShapeSettings object.
Read-only access to a Skeleton.
Read-only access to a SoftBodyContactSettings object.
Read-only access to a SoftBodyCreationSettings object.
Read-only access to SoftBodyMotionProperties.
Read-only access to a SoftBodySharedSettings object.
Read-only access to SoftBodyVertex.
Read-only access to a SubShapeIdPair.
Read-only access to a TransformedShape.
Read-only access to a TwoBodyConstraint.
Read-only access to a VertexAttributes object.
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.
An immutable 3-D convex hull generated by the V-HACD algorithm.
Construct a 3-D convex hull for specified points.
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 face in a narrow-phase collision result.
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 customizable SoftBodyContactListener.
A Shape to represent a Y-axis right circular cylinder.
Settings used to construct a CylinderShape.
Visualization for debugging purposes.
A DebugRenderer that records events for future playback.
Decompose 3-D meshes into collections of convex hulls using Khaled Mamou's Volumetric-Hierarchical Approximate Convex Decomposition (V-HACD) algorithm.
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 bend constraints for a soft body.
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 Constraint can belong to.
Enumerate options for culling polygons.
Join 2 soft-body vertices with a spring.
Enumerate ways of drawing triangles.
Categorize the possible relationships between a character and its supporting surface.
Enumerate types of long-range attachment (LRA) constraints for a soft body.
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.
Enumerate options for constraining the rotation of body2 in a PathConstraint.
Error conditions reported by PhysicsSystem.update().
Enumerate possible outcomes from attempting to construct a convex hull.
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 types of I/O streams.
Enumerate possible behaviors for the Support.getSupport() function.
Enumerate possible behaviors of a swing limit in a Constraint.
Enumerate options for shifting gears in a vehicle transmission.
Settings for extended update of a virtual character.
A triangular element on the surface of a soft body.
Enumerate algorithms that fill voxels to create a solid object.
A TwoBodyConstraint that constrains rotation and translation, removing all 6 degrees of freedom.
Settings used to construct a FixedConstraint.
A vector composed of 2 single-precision components, used as a storage class.
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.
An opaque buffer used by getTrianglesStart() and getTrianglesNext().
Test whether 2 collision groups can collide.
A counted reference to a GroupFilter.
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.
Constants used with HeightFieldShape.
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 BodyFilter that ignores specific bodies.
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.
Transform a skinned vertex from its bind pose to joint local space.
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.
A particular joint in a skeleton.
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.
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 fixed-length array of single-precision coordinate transforms.
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.
Control the acceleration and balance of a motorcycle, in addition to its acceleration and deceleration.
Settings used to construct a MotorcycleController.
Settings used to construct a constraint motor.
Generate a pseudo-random sequence of integers using a 32-bit Mersenne Twister.
A CompoundShape whose sub-shapes can be modified after the shape is constructed.
Settings used to construct a MutableCompoundShape.
Protect shared data from being accessed simultaneously by multiple threads.
Interface for precise collision detection against the bodies in a PhysicsSystem.
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.
Filter collisions between object layers using a table.
Utility class for reading Jolt Physics objects from files.
Utility class for writing Jolt Physics objects to streams.
Filter collisions between objects and broad-phase layers.
Filter collisions between objects and broad-phase layers using a table.
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.
A 3-D box that has been rotated and translated.
A set of tuning parameters for the V-HACD algorithm.
Settings used to generate a rigid body in a Ragdoll.
A TwoBodyConstraint that constrains motion to a path.
The path for a path constraint.
A path that follows a Hermite spline.
A counted reference to a PathConstraintPath.
Settings used to construct a PathConstraint.
Surface properties of (part of) a Shape.
A variable-length list (array) of material references.
A counted reference to a PhysicsMaterial.
A counted reference to a ConstPhysicsMaterial.
A straightforward implementation of PhysicsMaterial.
The creation settings of a set of bodies.
A counted reference to a PhysicsScene.
Either an error or a PhysicsSceneRef.
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.
Callback interface to report progress of the V-HACD algorithm.
A TwoBodyConstraint that links the distances of the bodies from their respective world points.
Settings used to construct a PulleyConstraint.
A math object used to represent rotations and orientations in 3-dimensional space, without risk of gimbal lock.
Read-only access to a Quat.
A TwoBodyConstraint that links the rotation of the first body to the linear motion of the 2nd body.
Settings used to construct a RackAndPinionConstraint.
Runtime information to simulate a ragdoll composed of bodies connected by constraints.
A counted reference to a Ragdoll.
Either an error or a RagdollSettingsRef.
Settings and structure used to create a Ragdoll.
A counted reference to a RagdollSettings object.
Interface to a pseudo-random number engine.
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 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.
Utilities to test a scaling vector for various properties.
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 variable-length list (array) of shapes.
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 counted reference to a ConstShapeSettings.
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.
Map poses between a low-detail skeleton and a high-detail one.
A counted reference to a SkeletonMapper.
A skeleton with joint transforms specifying a pose.
Render settings for debug visualization.
A counted reference to a Skeleton.
A constraint that skins a soft-body vertex.
A joint and its skin weight, for use in skinning calculations.
A TwoBodyConstraint that allows translation only along one axis and disables rotation, eliminating 5 degrees of freedom.
Settings used to construct a SliderConstraint.
Receive collision-contact events from soft bodies.
Properties of a contact constraint that can be overridden during certain SoftBodyContactListener callbacks.
Settings used to create a soft body.
The vertices of a soft body that are colliding with other bodies.
The motion properties of a soft body.
A Shape used only with soft bodies.
Properties of a soft body that may be shared among multiple bodies.
A counted reference to SoftBodySharedSettings.
Enumerate ways to process a soft-body contact.
Run-time information for a single particle in a soft body.
A BroadPhaseLayerFilter that selects a specific layer.
An ObjectLayerFilter that selects a specific layer.
3-D geometric description of a sphere.
A Shape to represent centered spheres.
Settings used to construct a SphereShape.
Settings used to construct a 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 sub-shapes cannot be modified after the shape is constructed.
Settings used to construct a StaticCompoundShape.
Statistics derived from a Shape.
Java equivalents for (and access to) certain features of the std:: namespace.
An abstract binary input stream.
A wrapper around an std::ifstream.
An abstract binary output stream.
A wrapper around an std::ofstream.
Access a string of text as a stream.
An element of a compound shape.
Generate sub shape IDs by traversing the shape hierarchy.
Identify a pair of colliding sub-shapes.
Interface to the Gilbert–Johnson–Keerthi (GJK) distance algorithm.
Buffer to hold a Support object.
A supporting face in a convex shape.
A TwoBodyConstraint that only allows limited rotation.
Settings used to construct a SwingTwistConstraint.
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(), CharacterVirtual.extendedUpdate(), or CharacterVirtual.setShape().
A last-in/first-out implementation of TempAllocator.
A flexible implementation of TempAllocator.
A malloc-based implementation of TempAllocator.
Control the acceleration and deceleration of a vehicle with tracks.
Settings used to construct a TrackedVehicleController.
A collision shape and a coordinate transform, typically extracted from a Body or Character.
Collect results from a leaf-shape query.
A non-indexed triangle with a material index.
A Shape to represent a single triangle.
Settings used to construct a TriangleShape.
Represent a function that accepts 3 arguments and produces a result.
A type of Constraint that joins 2 bodies.
A counted reference to a TwoBodyConstraint.
Settings used to construct a TwoBodyConstraint.
A counted reference to a TwoBodyConstraintSettings object.
Generate uniformly distributed float values.
Generate uniformly distributed int 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.
A vector composed of 4 single-precision components, used to construct matrices.
Read-only access to a Vec4.
A spring that connects two wheels and reduces a vehicle's rolling motion.
Detect collisions between vehicle wheels and the environment.
A VehicleCollisionTester that casts a cylindrical shape.
A counted reference to a VehicleCollisionTesterCastCylinder.
A VehicleCollisionTester that casts a spherical shape.
A counted reference to a VehicleCollisionTesterCastSphere.
A VehicleCollisionTester that uses ray casts.
A counted reference to a VehicleCollisionTesterRay.
A counted reference to a VehicleCollisionTester.
A special Constraint used in vehicle simulation.
A counted reference to a VehicleConstraint.
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.
Settings used to configure the differential of a WheeledVehicleController.
The engine of a VehicleController.
Settings used to configure the engine of a WheeledVehicleController.
The step listener associated with a vehicle.
Settings to configure one track in a TrackedVehicleController.
The transmission (gearbox) of a VehicleController.
Settings used to configure the transmission (gearbox) of a WheeledVehicleController.
Attributes of a particle, for use during the creation of a soft body.
A static array of 3-D vectors, backed by a fixed-length buffer.
Per-vertex attributes used to configure the constraints in a soft body.
A variable-length list of 3-D vectors, implemented using a direct FloatBuffer.
Join 4 soft-body vertices into a tetrahedron with a preferred volume.
A single wheel of a vehicle.
Control the acceleration and deceleration of a wheeled vehicle.
Settings used to construct a WheeledVehicleController.
Settings used to construct a Wheel.
Settings used to construct a WheelTv.
A counted reference to a WheelSettingsTv object.
Settings used to construct a WheelWv.
A counted reference to a WheelSettingsWv object.
A single wheel of a TrackedVehicle.
A single wheel of a WheeledVehicle.