Bullet Collision Detection & Physics Library
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21 : m_interpolationLinearVelocity(0.f, 0.f, 0.f),
22 m_interpolationAngularVelocity(0.f, 0.f, 0.f),
23 m_anisotropicFriction(1.f, 1.f, 1.f),
24 m_hasAnisotropicFriction(false),
26 m_broadphaseHandle(0),
28 m_extensionPointer(0),
29 m_rootCollisionShape(0),
33 m_worldArrayIndex(-1),
34 m_activationState1(1),
38 m_rollingFriction(0.0f),
39 m_spinningFriction(0.f),
42 m_internalType(CO_COLLISION_OBJECT),
43 m_userObjectPointer(0),
48 m_ccdSweptSphereRadius(
btScalar(0.)),
50 m_checkCollideWith(false),
92 dataOut->m_broadphaseHandle = 0;
94 dataOut->m_rootCollisionShape = 0;
125 dataOut->m_collisionFilterGroup = 0;
126 dataOut->m_collisionFilterMask = 0;
127 dataOut->m_uniqueId = -1;
int m_collisionFilterMask
btCollisionObject can be used to manage collision detection objects.
#define DISABLE_SIMULATION
void serialize(struct btVector3Data &dataOut) const
#define DISABLE_DEACTIVATION
btScalar m_ccdSweptSphereRadius
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
btTransform m_interpolationWorldTransform
m_interpolationWorldTransform is used for CCD and interpolation it can be either previous or future (...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
virtual void * getUniquePointer(void *oldPtr)=0
btScalar m_ccdMotionThreshold
Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold...
#define btCollisionObjectData
btTransform m_worldTransform
btScalar m_hitFraction
time of impact calculation
virtual const char * findNameForPointer(const void *ptr) const =0
int m_collisionFilterGroup
btScalar m_contactDamping
virtual ~btCollisionObject()
btScalar m_deactivationTime
#define BT_COLLISIONOBJECT_CODE
int m_internalType
m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody,...
int m_hasAnisotropicFriction
btCollisionShape * m_collisionShape
btVector3 m_anisotropicFriction
void activate(bool forceActivation=false) const
virtual int calculateSerializeBufferSize() const
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
btScalar m_rollingFriction
virtual void serializeName(const char *ptr)=0
btScalar m_contactProcessingThreshold
btVector3 m_interpolationAngularVelocity
#define btCollisionObjectDataName
btBroadphaseProxy * m_broadphaseHandle
int m_checkCollideWith
If some object should have elaborate collision filtering by sub-classes.
virtual void serializeSingleObject(class btSerializer *serializer) const
btScalar m_contactStiffness
void forceActivationState(int newState) const
btVector3 m_interpolationLinearVelocity
virtual btChunk * allocate(size_t size, int numElements)=0
void setActivationState(int newState) const