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Diffstat (limited to 'extern/bullet/Extras/PhysicsInterface/Common/PHY_Pro.h')
-rw-r--r-- | extern/bullet/Extras/PhysicsInterface/Common/PHY_Pro.h | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/extern/bullet/Extras/PhysicsInterface/Common/PHY_Pro.h b/extern/bullet/Extras/PhysicsInterface/Common/PHY_Pro.h new file mode 100644 index 00000000000..871cc64d375 --- /dev/null +++ b/extern/bullet/Extras/PhysicsInterface/Common/PHY_Pro.h @@ -0,0 +1,45 @@ +/* + * Copyright (c) 2001-2005 Erwin Coumans <phy@erwincoumans.com> + * + * Permission to use, copy, modify, distribute and sell this software + * and its documentation for any purpose is hereby granted without fee, + * provided that the above copyright notice appear in all copies and + * that both that copyright notice and this permission notice appear + * in supporting documentation. Erwin Coumans makes no + * representations about the suitability of this software for any + * purpose. It is provided "as is" without express or implied warranty. + * + */ + +#ifndef PHY_PROPSH +#define PHY_PROPSH + + +class CollisionShape; + +// Properties of dynamic objects +struct PHY_ShapeProps { + float m_mass; // Total mass + float m_inertia; // Inertia, should be a tensor some time + float m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum + float m_ang_drag; // Angular drag + float m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] + bool m_do_anisotropic; // Should I do anisotropic friction? + bool m_do_fh; // Should the object have a linear Fh spring? + bool m_do_rot_fh; // Should the object have an angular Fh spring? + CollisionShape* m_shape; +}; + + +// Properties of collidable objects (non-ghost objects) +struct PHY_MaterialProps { + float m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic + float m_friction; // Coulomb friction (= ratio between the normal en maximum friction force) + float m_fh_spring; // Spring constant (both linear and angular) + float m_fh_damping; // Damping factor (linear and angular) in range [0, 1] + float m_fh_distance; // The range above the surface where Fh is active. + bool m_fh_normal; // Should the object slide off slopes? +}; + +#endif //PHY_PROPSH + |