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Bullet dynamics world API

Read and tune the Bullet dynamics world owned by the current collection. Defold remains responsible for world lifetime, stepping, collision objects, callbacks, and debug drawing.

World and collision-object values returned by this API are borrowed, generational handles. They become invalid when their collection or owning game object is deleted and must not be retained as native pointers.

All positions, distances, translations, dimensions and contact distances use Defold world units. The binding converts them using physics.scale. Rotations and unit normals are not scaled. Query functions refresh Bullet broadphase AABBs before execution, so collision-object transform changes are visible.

Query filters are optional tables with these fields:

category_bits
[type:number] unsigned 16-bit category bits, default 65535
mask_bits
[type:number] unsigned 16-bit mask bits, default 65535
include_triggers
[type:boolean] include objects without contact response, default true
ignore
[type:btCollisionObject|table] one collision-object handle or an array of handles to exclude
report_initial_overlaps
[type:boolean] report shapes overlapping the cast origin as synthesized fraction-zero hits, default false

report_initial_overlaps is a bullet3d.world query option only. It does not change physics.raycast() or either Box2D backend.

Category and mask checks are reciprocal: the query category must match the object's mask and the object's category must match the query mask.

Temporary query shapes use the same geometry fields as [ref:bullet3d.shape.get_shape]: a sphere has type and diameter, a box has type and dimensions, a Y-axis capsule has type, diameter and height, and a convex hull has type and a vertices array with at least four vector3 values. The type is one of the bullet3d.shape.SHAPE_TYPE_* constants. Every shape can specify position and rotation; their defaults are zero and the identity rotation. Cast shapes can also specify target_rotation, which defaults to rotation. Capsule height is the length of the cylindrical middle section; total end-to-end height is height + diameter. Query sizes are always expressed in Defold world units. A table returned by bullet3d.shape.get_shape can be reused directly after adding the desired query transform fields. Hull vertices describe a convex hull; concave input is convexified by Bullet. All query vectors and scalar sizes must be finite. Diameters, dimensions and capsule heights must be greater than zero; hulls require at least four finite vertices. Cast translations must be finite and non-zero. Query rotations must be finite, non-zero quaternions and are normalized by the binding. AABB lower bounds must not exceed their corresponding upper bounds.

Overlap and enumeration results are arrays of btCollisionObject handles. Cast results are tables containing object, point, normal, fraction, initial_overlap, and inside. shape_index is present when Bullet reports a compound child and is one-based. Cast arrays are sorted by ascending fraction. fraction is in [0, 1] along the supplied translation. For native hits, normal is the hit object's outward unit surface normal; synthesized initial-overlap hits use a zero normal. inside is true for a synthesized ray-origin hit when Bullet reports signed contact distance less than or equal to zero. It denotes initial contact or penetration rather than strict geometric containment, and exact-surface cases follow Bullet's contact tolerance. Shape-cast initial overlaps set only initial_overlap.

Contact results contain object_a, object_b, position_a, position_b, normal_on_b, and signed distance. Positions are points on their named objects, and normal_on_b points from object B toward object A. A negative distance is penetration and a small positive distance is Bullet's contact margin. Object order is always normalized to the order supplied by the caller.

max_results is optional. Zero or omission means unlimited results. A negative value is an error. Broadphase overlaps, native world enumeration, contacts, and equal-fraction cast hits have unspecified order. A capped query can therefore return a different equal-priority subset after world changes. Synchronous queries execute immediately and do not advance simulation. Async casts are deferred until after the next physics step. They execute on the main thread rather than a worker thread, and all queued casts for one world share one broadphase AABB refresh. Every cast in the batch completes before any callback runs, so callback mutations cannot affect other query computations in that batch. Deferral avoids blocking the Lua call site but does not remove the cast work from the frame. Native fraction-zero cast callbacks are suppressed. Starting overlaps are omitted by default, or reported through the exact, deduplicated synthesis enabled by report_initial_overlaps; this avoids direction-dependent Bullet results for casts that start touching or penetrating another object.

Version: alpha

FUNCTIONS
bullet3d.world.cast_ray() Cast a ray
bullet3d.world.cast_ray_async() Cast a ray asynchronously
bullet3d.world.cast_ray_closest() Cast a ray and return the closest hit
bullet3d.world.cast_shape() Cast a convex shape
bullet3d.world.cast_shape_async() Cast a convex shape asynchronously
bullet3d.world.cast_shape_closest() Cast a convex shape and return the closest hit
bullet3d.world.contact_pair_test() Test a collision-object pair
bullet3d.world.contact_test() Test one collision object against the world
bullet3d.world.get_collision_object_count() Get the number of collision objects in the world
bullet3d.world.get_collision_objects() Enumerate collision objects
bullet3d.world.get_gravity() Get world gravity
bullet3d.world.is_valid() Test whether a world handle is valid
bullet3d.world.overlap_aabb() Find broadphase AABB overlaps
bullet3d.world.overlap_point() Find collision objects containing a point
bullet3d.world.overlap_shape() Find collision objects overlapping a convex shape
bullet3d.world.set_gravity() Set world gravity

Functions

bullet3d.world.cast_ray()

bullet3d.world.cast_ray(world,origin,translation,filter,max_results)

Casts immediately from origin to origin + translation and returns all matching hits sorted by fraction. Translation must be non-zero. Bullet 2.77 normally does not report a ray whose start and end are both inside the same convex hull. Set filter.report_initial_overlaps = true to perform an exact point-overlap test at the origin and synthesize one deduplicated hit per initially touching or overlapping object with fraction = 0, zero normal, point = origin, initial_overlap = true, and inside = true. The point is the query origin, not a surface contact. This explicitly supports the inside-hull behavior requested by issue #5348. Fraction-zero native callbacks and starting overlaps are suppressed when the option is false.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
origin vector3
ray origin in world space
translation vector3
non-zero ray displacement in world units
[filter] table
query filter
[max_results] number
maximum sorted hits, or zero for all

RETURNS

hits table
cast-result array sorted by ascending fraction

bullet3d.world.cast_ray_async()

bullet3d.world.cast_ray_async(world,origin,translation,filter,max_results,callback)

Queues the same ray query as bullet3d.world.cast_ray and returns without executing it. After the next physics step, callback(self, hits) receives the cast-result array sorted by fraction. The query observes post-step world state. It is deferred on the main thread, not executed concurrently; use it to move work out of the current Lua call and to query the stepped state, not as a guarantee of lower total CPU time. Queued casts for the same world share one broadphase AABB refresh and all finish before their callbacks begin.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
origin vector3
ray origin in world space
translation vector3
non-zero ray displacement in world units
[filter] table
query filter
[max_results] number
maximum sorted hits, or zero for all
callback function
function called as callback(self, hits)

EXAMPLES

Queue a downward cast and inspect only the closest non-trigger hit:
bullet3d.world.cast_ray_async(
    bullet3d.get_world(),
    go.get_world_position(),
    vmath.vector3(0, -100, 0),
    { include_triggers = false },
    1,
    function(self, hits)
        if hits[1] then
            print("hit", hits[1].object)
        end
    end)

bullet3d.world.cast_ray_closest()

bullet3d.world.cast_ray_closest(world,origin,translation,filter)

Equivalent to bullet3d.world.cast_ray with one result, but returns the hit table directly or nil on a miss.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
origin vector3
ray origin in world space
translation vector3
non-zero ray displacement in world units
[filter] table
query filter

RETURNS

hit table
nil
closest cast-result table, or nil on a miss

EXAMPLES

Cast downward and report the closest non-trigger hit:
function init(self)
    local world = bullet3d.get_world()
    local origin = go.get_world_position()
    local translation = vmath.vector3(0, -100, 0)
    local filter = { include_triggers = false }

    local hit = bullet3d.world.cast_ray_closest(
        world, origin, translation, filter)
    if hit then
        local distance = vmath.length(translation) * hit.fraction
        print("hit", hit.object, "after", distance, "units")
    end
end

bullet3d.world.cast_shape()

bullet3d.world.cast_shape(world,shape,translation,filter,max_results)

Sweeps the temporary shape from shape.position by translation, while interpolating from shape.rotation to shape.target_rotation. Translation must be non-zero. The query executes immediately and returns all matching hits sorted by fraction. Bullet's convex sweep supports only convex query shapes. When filter.report_initial_overlaps is true, an exact contact test at the starting transform synthesizes one deduplicated hit per overlapping object with fraction = 0, point = shape.position, zero normal, initial_overlap = true, and inside = false. The point is the query-shape origin, not a surface contact, and the result does not report penetration depth.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
shape table
convex query-shape table with optional target rotation
translation vector3
non-zero sweep displacement in world units
[filter] table
query filter
[max_results] number
maximum sorted hits, or zero for all

RETURNS

hits table
cast-result array sorted by ascending fraction

bullet3d.world.cast_shape_async()

bullet3d.world.cast_shape_async(world,shape,translation,filter,max_results,callback)

Queues the same convex sweep as bullet3d.world.cast_shape and returns without executing it. After the next physics step, callback(self, hits) receives the sorted cast-result array from the post-step world state. The operation is deferred on the main thread rather than run concurrently. All queued casts for one world share one broadphase AABB refresh and all finish before their callbacks begin.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
shape table
convex query-shape table with optional target rotation
translation vector3
non-zero sweep displacement in world units
[filter] table
query filter
[max_results] number
maximum sorted hits, or zero for all
callback function
function called as callback(self, hits)

bullet3d.world.cast_shape_closest()

bullet3d.world.cast_shape_closest(world,shape,translation,filter)

Equivalent to bullet3d.world.cast_shape with one result, but returns the hit table directly or nil on a miss.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
shape table
convex query-shape table with optional target rotation
translation vector3
non-zero sweep displacement in world units
[filter] table
query filter

RETURNS

hit table
nil
closest cast-result table, or nil on a miss

bullet3d.world.contact_pair_test()

bullet3d.world.contact_pair_test(world,object_a,object_b,max_results)

Runs Bullet's discrete pair contact algorithm without changing the simulation. Both borrowed handles must belong to world and must identify different objects. The output preserves the caller's A/B order even when Bullet's internal manifold order is reversed. Collision filters are not applied to an explicitly selected pair.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
object_a btCollisionObject
first collision object in the world
object_b btCollisionObject
different second collision object in the world
[max_results] number
maximum number of contact points, or zero for all

RETURNS

contacts table
normalized contact-result array

bullet3d.world.contact_test()

bullet3d.world.contact_test(world,object,filter,max_results)

Runs Bullet's discrete contact test between object and matching objects in the same world. The supplied object is always object_a in returned contacts. The borrowed collision-object handle must belong to world. Bullet may return several contact points for one object pair and may include small positive contact-margin distances.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
object btCollisionObject
collision object belonging to the world
[filter] table
filter applied to candidate object_b values
[max_results] number
maximum number of contact points, or zero for all

RETURNS

contacts table
normalized contact-result array

EXAMPLES

Inspect current contacts for this collision object:
function update(self, dt)
    local world = bullet3d.get_world()
    local object = bullet3d.get_collision_object("#collisionobject")
    local filter = { include_triggers = false }
    local contacts = bullet3d.world.contact_test(world, object, filter)

    for _, contact in ipairs(contacts) do
        if contact.distance < 0 then
            print("penetration", -contact.distance, "against", contact.object_b)
        end
    end
end

bullet3d.world.get_collision_object_count()

bullet3d.world.get_collision_object_count(world)

Get the number of collision objects in the world

PARAMETERS

world btDiscreteDynamicsWorld
world handle

RETURNS

count number
number of collision objects

bullet3d.world.get_collision_objects()

bullet3d.world.get_collision_objects(world,max_results)

Returns the Defold-owned collision objects currently registered in the world. Internal or unmanaged Bullet objects without Defold ownership metadata are not exposed.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
[max_results] number
maximum number of results, or zero for all

RETURNS

objects table
array of collision-object handles

bullet3d.world.get_gravity()

bullet3d.world.get_gravity(world)

Get world gravity

PARAMETERS

world btDiscreteDynamicsWorld
world handle

RETURNS

gravity vector3
gravity in Defold units per second squared

bullet3d.world.is_valid()

bullet3d.world.is_valid(world)

Test whether a world handle is valid

PARAMETERS

world btDiscreteDynamicsWorld
world handle

RETURNS

valid boolean
true if the native world still exists

bullet3d.world.overlap_aabb()

bullet3d.world.overlap_aabb(world,aabb,filter,max_results)

Finds collision objects whose Bullet broadphase bounds overlap the supplied world-space AABB. This is intentionally a broadphase query and can include objects whose actual collision geometry does not intersect the box. Use bullet3d.world.overlap_point or bullet3d.world.overlap_shape for exact narrow-phase overlap tests.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
aabb table
table with world-space lower and upper vector3 bounds
[filter] table
query filter
[max_results] number
maximum number of results, or zero for all

RETURNS

objects table
array of overlapping collision-object handles

bullet3d.world.overlap_point()

bullet3d.world.overlap_point(world,point,filter,max_results)

Performs an exact narrow-phase test using a temporary zero-radius Bullet sphere at the world-space point. A result is returned only for a contact with signed distance less than or equal to zero, so broadphase-only false positives are removed. Results on an exact surface follow Bullet's contact tolerance.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
point vector3
point in world space
[filter] table
query filter
[max_results] number
maximum number of results, or zero for all

RETURNS

objects table
array of overlapping collision-object handles

bullet3d.world.overlap_shape()

bullet3d.world.overlap_shape(world,shape,filter,max_results)

Performs an exact Bullet contact test for a temporary sphere, box, Y-axis capsule, or convex hull. Multiple native contact points for the same target object are deduplicated in the returned overlap array.

PARAMETERS

world btDiscreteDynamicsWorld
world handle
shape table
convex query-shape table
[filter] table
query filter
[max_results] number
maximum number of results, or zero for all

RETURNS

objects table
array of overlapping collision-object handles

EXAMPLES

Find non-trigger objects overlapping a two-unit sphere around this game object:
function init(self)
    local world = bullet3d.get_world()
    local shape = {
        type = bullet3d.shape.SHAPE_TYPE_SPHERE,
        diameter = 2,
        position = go.get_world_position(),
    }
    local filter = { include_triggers = false }
    local overlaps = bullet3d.world.overlap_shape(world, shape, filter)

    for _, object in ipairs(overlaps) do
        print("overlap", object)
    end
end

bullet3d.world.set_gravity()

bullet3d.world.set_gravity(world,gravity)

Set world gravity

PARAMETERS

world btDiscreteDynamicsWorld
world handle
gravity vector3
finite gravity in Defold units per second squared

EXAMPLES

Set gravity for the current collection's physics world:
function init(self)
    local world = bullet3d.get_world()
    if world then
        bullet3d.world.set_gravity(world, vmath.vector3(0, -9.81, 0))
    end
end