diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-10-31 21:19:57 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-10-31 21:19:57 +0300 |
commit | 92fd0433463695bff37167a03e1fd87921368955 (patch) | |
tree | 184bd01d47b1fcd0eea144c4a46b1f40520625db /extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h | |
parent | 35d6c6e695351051febf7d6aa84761db1d733295 (diff) |
update Bullet 2.x with latest changes, notice that the integration is not finished yet, and GameBlender is still using extern/bullet.
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h')
-rw-r--r-- | extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h index 3838fc98961..5df3de489cd 100644 --- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h +++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h @@ -43,6 +43,11 @@ struct btCollisionObject ///m_interpolationWorldTransform is used for CCD and interpolation ///it can be either previous or future (predicted) transform btTransform m_interpolationWorldTransform; + //those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities) + //without destroying the continuous interpolated motion (which uses this interpolation velocities) + btVector3 m_interpolationLinearVelocity; + btVector3 m_interpolationAngularVelocity; + enum CollisionFlags { @@ -73,32 +78,32 @@ struct btCollisionObject ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: float m_ccdSweptSphereRadius; - /// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionTreshold - float m_ccdSquareMotionTreshold; + /// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionThreshold + float m_ccdSquareMotionThreshold; inline bool mergesSimulationIslands() const { ///static objects, kinematic and object without contact response don't merge islands - return !(m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OJBECT | CF_NO_CONTACT_RESPONSE) ); + return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OJBECT | CF_NO_CONTACT_RESPONSE) )==0); } inline bool isStaticObject() const { - return m_collisionFlags & CF_STATIC_OBJECT; + return (m_collisionFlags & CF_STATIC_OBJECT) != 0; } inline bool isKinematicObject() const { - return m_collisionFlags & CF_KINEMATIC_OJBECT; + return (m_collisionFlags & CF_KINEMATIC_OJBECT) != 0; } inline bool isStaticOrKinematicObject() const { - return m_collisionFlags & (CF_KINEMATIC_OJBECT | CF_STATIC_OBJECT); + return (m_collisionFlags & (CF_KINEMATIC_OJBECT | CF_STATIC_OBJECT)) != 0 ; } inline bool hasContactResponse() const { - return !(m_collisionFlags & CF_NO_CONTACT_RESPONSE); + return (m_collisionFlags & CF_NO_CONTACT_RESPONSE)==0; } |