Bullet Collision Detection & Physics Library
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16 #ifndef BT_MANIFOLD_CONTACT_POINT_H
17 #define BT_MANIFOLD_CONTACT_POINT_H
22 #ifdef PFX_USE_FREE_VECTORMATH
23 #include "physics_effects/base_level/solver/pfx_constraint_row.h"
38 #endif //PFX_USE_FREE_VECTORMATH
174 #endif //BT_MANIFOLD_CONTACT_POINT_H
btVector3 m_lateralFrictionDir2
btScalar m_contactMotion2
const btVector3 & getPositionWorldOnA() const
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btVector3 m_normalWorldOnB
btScalar getDistance() const
btScalar m_combinedRestitution
btConstraintRow PfxConstraintRow
void setDistance(btScalar dist)
btScalar m_combinedContactDamping1
btVector3 m_positionWorldOnB
ManifoldContactPoint collects and maintains persistent contactpoints.
btScalar m_contactMotion1
btScalar m_combinedSpinningFriction
void * m_userPersistentData
btManifoldPoint(const btVector3 &pointA, const btVector3 &pointB, const btVector3 &normal, btScalar distance)
btVector3 can be used to represent 3D points and vectors.
const btVector3 & getPositionWorldOnB() const
btScalar m_combinedRollingFriction
#define ATTRIBUTE_ALIGNED16(a)
btScalar m_appliedImpulseLateral1
btVector3 m_positionWorldOnA
m_positionWorldOnA is redundant information, see getPositionWorldOnA(), but for clarity
btScalar getAppliedImpulse() const
this returns the most recent applied impulse, to satisfy contact constraints by the constraint solver
btVector3 m_lateralFrictionDir1
btScalar m_appliedImpulse
btScalar m_appliedImpulseLateral2
btScalar m_combinedFriction
btScalar m_combinedContactStiffness1