libgdx-bullet-physics — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited libgdx-bullet-physics (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
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Every scanned point with the score it earned and what moved between them.
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The primary manifest — the file an agent reads to learn what this artifact does.
Quick reference for the libGDX Bullet extension (com.badlogic.gdx.physics.bullet.*). This is a JNI wrapper around the C++ Bullet Physics library. All bt* objects are backed by native memory — the Java GC does NOT free them. Manual dispose() is mandatory.
Not supported on HTML5/GWT.
// core
api "com.badlogicgames.gdx:gdx-bullet:$gdxVersion"
// desktop
implementation "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-desktop"
// android (all four)
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-x86_64"
// ios
implementation "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-ios"Bullet.init(); // MUST call before any bt* class. Loads native library. Segfault otherwise.Three overloads:
Bullet.init() // useRefCounting=false, logging=true
Bullet.init(boolean useRefCounting) // logging=true
Bullet.init(boolean useRefCounting, boolean logging)Call once in create(), guard against double-init. Reference counting enables automatic obtain()/release() on shared objects (e.g., btCompoundShape child shapes).
Five objects, created in this order:
btDefaultCollisionConfiguration collisionConfig = new btDefaultCollisionConfiguration();
btCollisionDispatcher dispatcher = new btCollisionDispatcher(collisionConfig);
btDbvtBroadphase broadphase = new btDbvtBroadphase();
btSequentialImpulseConstraintSolver solver = new btSequentialImpulseConstraintSolver();
btDiscreteDynamicsWorld world = new btDiscreteDynamicsWorld(
dispatcher, broadphase, solver, collisionConfig);
world.setGravity(new Vector3(0, -10f, 0)); // takes libGDX Vector3, NOT btVector3Constructor: btDiscreteDynamicsWorld(btDispatcher, btBroadphaseInterface, btConstraintSolver, btCollisionConfiguration). Parameter order is dispatcher, broadphase, solver, config.
// 3-arg form (recommended):
world.stepSimulation(delta, maxSubSteps, fixedTimeStep);
// delta: frame time; maxSubSteps: catch-up limit; fixedTimeStep: physics tick (1/60f typical)
// Return value: int — number of substeps performed
float delta = Math.min(1f / 30f, Gdx.graphics.getDeltaTime());
world.stepSimulation(delta, 5, 1f / 60f);DO NOT use the 1-arg form stepSimulation(delta) — it defaults maxSubSteps=1, so any frame taking longer than 1/60s loses simulation time. Always pass all three arguments.
world.addRigidBody(body);
world.addRigidBody(body, collisionGroup, collisionMask); // group/mask are int (bit flags)
world.removeRigidBody(body);There is NO removeAndDestroyBody() — you must remove then dispose separately.
All in com.badlogic.gdx.physics.bullet.collision. Constructors take libGDX Vector3 (not btVector3).
| Shape | Constructor | Notes |
|---|---|---|
btBoxShape | (Vector3 halfExtents) | Half-extents, not full size |
btSphereShape | (float radius) | |
btCapsuleShape | (float radius, float height) | Y-axis. Also btCapsuleShapeX, btCapsuleShapeZ |
btCylinderShape | (Vector3 halfExtents) | Y-axis. Also btCylinderShapeX, btCylinderShapeZ |
btConeShape | (float radius, float height) | Y-axis. Also btConeShapeX, btConeShapeZ |
btConvexHullShape | () then addPoint(Vector3) | Or (FloatBuffer) — must be direct buffer |
btBvhTriangleMeshShape | (Array<MeshPart>) | Static concave meshes only. libGDX convenience |
btCompoundShape | () | addChildShape(Matrix4 localTransform, btCollisionShape) |
Gotchas:
btBvhTriangleMeshShape is for static geometry only — do not use for dynamic bodies.btConvexHullShape(FloatBuffer) requires a direct buffer (ByteBuffer.allocateDirect()).X/Z suffixed classes for other axes.btCompoundShape.addChildShape() calls obtain() on child shapes when reference counting is enabled.Vector3 localInertia = new Vector3();
shape.calculateLocalInertia(mass, localInertia); // output parameter — writes into localInertiaOn btCollisionShape. Must call for dynamic bodies (mass > 0). Static bodies use Vector3.Zero.
| Type | Mass | Inertia | Flags | Moved by |
|---|---|---|---|---|
| Static | 0 | Vector3.Zero | (auto CF_STATIC_OBJECT) | Nothing |
| Dynamic | > 0 | calculateLocalInertia() | (none needed) | Physics |
| Kinematic | 0 | Vector3.Zero | CF_KINEMATIC_OBJECT | Application code via MotionState |
Two patterns — both work. Direct construction bypasses the info object:
// Pattern 1: via ConstructionInfo (reusable for multiple bodies)
Vector3 localInertia = new Vector3();
shape.calculateLocalInertia(mass, localInertia);
btRigidBody.btRigidBodyConstructionInfo info =
new btRigidBody.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia);
info.setRestitution(0.5f);
info.setFriction(0.8f);
btRigidBody body = new btRigidBody(info);
info.dispose(); // can dispose after body creation
// Pattern 2: direct
btRigidBody body = new btRigidBody(mass, motionState, shape, localInertia);btRigidBodyConstructionInfo is an inner class of btRigidBody. Constructor: (float mass, btMotionState motionState, btCollisionShape shape, Vector3 localInertia). The motionState parameter can be null — set it later via body.setMotionState().
btRigidBody body = new btRigidBody(0f, motionState, shape, Vector3.Zero);
body.setCollisionFlags(body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_KINEMATIC_OBJECT);
body.setActivationState(Collision.DISABLE_DEACTIVATION); // CRITICALWithout DISABLE_DEACTIVATION, Bullet stops calling getWorldTransform() on the MotionState after the body sleeps — your kinematic body freezes.
// Forces (accumulated, applied at next step, cleared by clearForces)
body.applyCentralForce(Vector3 force);
body.applyForce(Vector3 force, Vector3 relPos);
body.applyTorque(Vector3 torque);
body.clearForces();
// Impulses (instant velocity change)
body.applyCentralImpulse(Vector3 impulse);
body.applyImpulse(Vector3 impulse, Vector3 relPos);
// Velocity
body.setLinearVelocity(Vector3 vel);
body.setAngularVelocity(Vector3 vel);
// Axis locking (e.g., 2D physics: lock Z axis)
body.setLinearFactor(new Vector3(1, 1, 0));
body.setAngularFactor(new Vector3(0, 0, 1));
// Damping
body.setDamping(float linearDamping, float angularDamping);
// Sleeping
body.setSleepingThresholds(float linear, float angular);
body.activate(); // wake up a sleeping bodybody.setWorldTransform(Matrix4 transform);
body.getWorldTransform(Matrix4 out); // output parameter form
Matrix4 t = body.getWorldTransform(); // allocating form
body.setUserValue(int value); // int stored on native side — survives GC
int v = body.getUserValue();
body.userData = myObject; // Java-only Object field — NOT on native side
body.setCollisionFlags(int flags);
body.setActivationState(int state);
body.isStaticOrKinematicObject();btCollisionObject.CollisionFlags)| Constant | Value | Use |
|---|---|---|
CF_STATIC_OBJECT | 1 | Auto-set for mass=0 bodies |
CF_KINEMATIC_OBJECT | 2 | Must set manually for kinematic |
CF_NO_CONTACT_RESPONSE | 4 | Trigger/sensor (detects but no physics response) |
CF_CUSTOM_MATERIAL_CALLBACK | 8 | Required for onContactAdded |
CF_CHARACTER_OBJECT | 16 | For character controllers |
com.badlogic.gdx.physics.bullet.collision.Collision)| Constant | Value |
|---|---|
Collision.ACTIVE_TAG | 1 |
Collision.ISLAND_SLEEPING | 2 |
Collision.WANTS_DEACTIVATION | 3 |
Collision.DISABLE_DEACTIVATION | 4 |
Collision.DISABLE_SIMULATION | 5 |
Syncs physics transform with render transform. Bullet calls setWorldTransform after simulating dynamic bodies, and getWorldTransform for kinematic bodies.
static class MyMotionState extends btMotionState {
private final Matrix4 transform; // share with ModelInstance.transform
public MyMotionState(Matrix4 transform) {
this.transform = transform;
}
@Override
public void getWorldTransform(Matrix4 worldTrans) {
worldTrans.set(transform); // Bullet reads from your transform (kinematic)
}
@Override
public void setWorldTransform(Matrix4 worldTrans) {
transform.set(worldTrans); // Bullet writes its result (dynamic)
}
}
// Usage — share the ModelInstance's transform matrix:
MyMotionState motionState = new MyMotionState(modelInstance.transform);
btRigidBody body = new btRigidBody(mass, motionState, shape, localInertia);btDefaultMotionState also exists (com.badlogic.gdx.physics.bullet.linearmath) but the custom pattern above is standard in libGDX because it shares the Matrix4 directly with ModelInstance.
Gotcha: MotionState takes com.badlogic.gdx.math.Matrix4 — the wrapper converts to/from native Bullet transforms automatically.
com.badlogic.gdx.physics.bullet.collision.ContactListener — instantiate to enable globally. Only one overload per callback event.
Four event types, each with multiple overloads (btCollisionObject, userValue int, or btCollisionObjectWrapper variants). The int userValue variants are fastest (no JNI object mapping).
ContactListener contactListener = new ContactListener() {
@Override
public boolean onContactAdded(int userValue0, int partId0, int index0,
boolean match0, int userValue1, int partId1, int index1, boolean match1) {
// match0/match1 = true if that object's flag matched the other's filter
if (match0) { /* userValue0's object was matched */ }
return true;
}
};Filtering setup:
body.setContactCallbackFlag(1 << 1); // this object's identity bits
body.setContactCallbackFilter(1 << 1); // which identity bits to listen forMatch logic: callback fires if (objA.callbackFilter & objB.callbackFlag) != 0 for at least one side.
`onContactAdded` requires `CF_CUSTOM_MATERIAL_CALLBACK` on at least one colliding body:
body.setCollisionFlags(body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);| Callback | Returns | Fires when |
|---|---|---|
onContactAdded | boolean | New contact point created. Needs CF_CUSTOM_MATERIAL_CALLBACK. |
onContactProcessed | void | Contact processed during simulation step |
onContactStarted | void | New manifold between two objects |
onContactEnded | void | Manifold between two objects removed |
Enable/disable individually: enableOnAdded() / disableOnAdded(), etc.
// Create once, reuse:
ClosestRayResultCallback callback = new ClosestRayResultCallback(Vector3.Zero, Vector3.Z);
// Before each ray test — MUST reset:
callback.setCollisionObject(null);
callback.setClosestHitFraction(1f);
callback.setRayFromWorld(rayFrom);
callback.setRayToWorld(rayTo);
world.rayTest(rayFrom, rayTo, callback);
if (callback.hasHit()) {
btCollisionObject hit = callback.getCollisionObject();
Vector3 hitPoint = new Vector3();
callback.getHitPointWorld(hitPoint); // output parameter
Vector3 hitNormal = new Vector3();
callback.getHitNormalWorld(hitNormal); // output parameter
}
// Dispose when done (NOT per-frame):
callback.dispose();There is NO set(from, to) convenience method — you must call individual setters to reuse.
AllHitsRayResultCallback — same constructor pattern. Results via getCollisionObjects() (returns btCollisionObjectConstArray, iterate with atConst(int index)), getHitPointWorld() / getHitNormalWorld() (return btVector3Array).
ClosestNotMeRayResultCallback(btCollisionObject me) — excludes a specific object from results.
All ray callbacks must be disposed. They extend BulletBase which wraps native memory.
DebugDrawer debugDrawer = new DebugDrawer(); // creates its own ShapeRenderer internally
debugDrawer.setDebugMode(btIDebugDraw.DebugDrawModes.DBG_DrawWireframe
| btIDebugDraw.DebugDrawModes.DBG_DrawContactPoints);
world.setDebugDrawer(debugDrawer);
// In render(), after your normal 3D rendering:
debugDrawer.begin(camera);
world.debugDrawWorld();
debugDrawer.end();
// In dispose():
debugDrawer.dispose();DebugDrawer extends btIDebugDraw. Key debug mode flags:
| Flag | Value |
|---|---|
DBG_NoDebug | 0 |
DBG_DrawWireframe | 1 |
DBG_DrawAabb | 2 |
DBG_DrawContactPoints | 8 |
DBG_NoDeactivation | 16 |
DBG_DrawConstraints | 2048 |
DBG_DrawNormals | 16384 |
CRITICAL. Every bt* object wraps native C++ memory. The Java GC does NOT free it. You MUST call dispose() on every Bullet object you create.
// 1. Remove all bodies/objects from world
world.removeRigidBody(body);
// 2. Dispose bodies, motionStates, constructionInfos
body.dispose();
motionState.dispose();
constructionInfo.dispose(); // can dispose earlier, after body creation
// 3. Dispose collision shapes (only after all bodies using them are disposed)
shape.dispose();
// 4. Dispose contact listeners, debug drawer, ray callbacks
contactListener.dispose();
// 5. Dispose world infrastructure in reverse creation order
world.dispose();
solver.dispose();
broadphase.dispose();
dispatcher.dispose();
collisionConfig.dispose();btCollisionObject maintains a static LongMap<btCollisionObject> instances keyed by native pointer. This keeps Java wrappers alive while Bullet references them. Disposal removes the entry.
userData is a Java-only Object field — invisible to native code. Use setUserValue(int) for data that must survive on the native side (e.g., entity array index for fast ContactListener lookups).
Bullet.init(true); // enable ref counting
shape.obtain(); // +1
shape.release(); // -1, auto-disposes at 0btCompoundShape.addChildShape() auto-calls obtain() on child shapes when enabled.
Constraints: btPoint2PointConstraint, btHingeConstraint, btConeTwistConstraint, btSliderConstraint, btGeneric6DofConstraint, btGeneric6DofSpringConstraint, btGeneric6DofSpring2Constraint, btFixedConstraint. Add via world.addConstraint(constraint, disableCollisionBetweenBodies). Remove before disposing world.
Character controller: btKinematicCharacterController with btPairCachingGhostObject. Requires btGhostPairCallback registered on the broadphase's overlapping pair cache (broadphase.getOverlappingPairCache().setInternalGhostPairCallback(new btGhostPairCallback())). Works with any broadphase including btDbvtBroadphase. Added to world via world.addAction(controller).
Collision-only world: Use btCollisionWorld (3-arg constructor: dispatcher, broadphase, config — no solver) for collision detection without dynamics.
InternalTickCallback: Override onInternalTick(btDynamicsWorld, float timeStep) for per-substep callbacks. Attach as pre-tick or post-tick.
Soft bodies, vehicles: Available in the wrapper but advanced — consult the Bullet C++ documentation.
bt* class instantiated before init() causes a segfault. Call it once in create(). objects** — Native memory leak. Every bt* object, ray callback, MotionState, and ConstructionInfo needs dispose()`. Java GC does NOT free the native allocation reliably.shape.calculateLocalInertia(mass, outVector) when mass > 0.maxSubSteps to 1. Any frame longer than 1/60s loses simulation time. Always use the 3-arg form.getWorldTransform(). The kinematic body appears frozen.ClosestRayResultCallback retains state from the previous test. Must call setCollisionObject(null) and setClosestHitFraction(1f) before each rayTest().btRigidBodyConstructionInfo does NOT take ownership. The MotionState and shape must outlive the body. Dispose the info early if you want, but keep the shape and MotionState alive.btConvexHullShape or btCompoundShape for dynamic bodies.setUserValue(int) to store an entity index, then look up your game object from an array.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.