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Ignore:
Timestamp:
Mar 31, 2009, 8:05:51 PM (15 years ago)
Author:
rgrieder
Message:

Update from Bullet 2.73 to 2.74.

File:
1 edited

Legend:

Unmodified
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Removed
  • code/trunk/src/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h

    r2662 r2882  
    5353        btVector3       m_interpolationLinearVelocity;
    5454        btVector3       m_interpolationAngularVelocity;
     55       
     56        btVector3               m_anisotropicFriction;
     57        bool                            m_hasAnisotropicFriction;
     58        btScalar                m_contactProcessingThreshold;   
     59
    5560        btBroadphaseProxy*              m_broadphaseHandle;
    5661        btCollisionShape*               m_collisionShape;
     
    115120                CO_COLLISION_OBJECT =1,
    116121                CO_RIGID_BODY,
    117                 CO_SOFT_BODY,
    118122                ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
    119123                ///It is useful for collision sensors, explosion objects, character controller etc.
    120                 CO_GHOST_OBJECT
     124                CO_GHOST_OBJECT,
     125                CO_SOFT_BODY,
     126                CO_HF_FLUID
    121127        };
    122128
     
    127133        }
    128134
     135        const btVector3& getAnisotropicFriction() const
     136        {
     137                return m_anisotropicFriction;
     138        }
     139        void    setAnisotropicFriction(const btVector3& anisotropicFriction)
     140        {
     141                m_anisotropicFriction = anisotropicFriction;
     142                m_hasAnisotropicFriction = (anisotropicFriction[0]!=1.f) || (anisotropicFriction[1]!=1.f) || (anisotropicFriction[2]!=1.f);
     143        }
     144        bool    hasAnisotropicFriction() const
     145        {
     146                return m_hasAnisotropicFriction;
     147        }
     148
     149        ///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default.
     150        ///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges
     151        void    setContactProcessingThreshold( btScalar contactProcessingThreshold)
     152        {
     153                m_contactProcessingThreshold = contactProcessingThreshold;
     154        }
     155        btScalar        getContactProcessingThreshold() const
     156        {
     157                return m_contactProcessingThreshold;
     158        }
    129159
    130160        SIMD_FORCE_INLINE bool          isStaticObject() const {
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