- Timestamp:
- Mar 31, 2009, 8:05:51 PM (15 years ago)
- File:
-
- 1 edited
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code/trunk/src/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h
r2662 r2882 53 53 btVector3 m_interpolationLinearVelocity; 54 54 btVector3 m_interpolationAngularVelocity; 55 56 btVector3 m_anisotropicFriction; 57 bool m_hasAnisotropicFriction; 58 btScalar m_contactProcessingThreshold; 59 55 60 btBroadphaseProxy* m_broadphaseHandle; 56 61 btCollisionShape* m_collisionShape; … … 115 120 CO_COLLISION_OBJECT =1, 116 121 CO_RIGID_BODY, 117 CO_SOFT_BODY,118 122 ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter 119 123 ///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 121 127 }; 122 128 … … 127 133 } 128 134 135 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 } 129 159 130 160 SIMD_FORCE_INLINE bool isStaticObject() const {
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