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Diffstat (limited to 'source/gameengine/Physics/common/PHY_Pro.h')
-rw-r--r-- | source/gameengine/Physics/common/PHY_Pro.h | 68 |
1 files changed, 0 insertions, 68 deletions
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h deleted file mode 100644 index 632cd9bb9fb..00000000000 --- a/source/gameengine/Physics/common/PHY_Pro.h +++ /dev/null @@ -1,68 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file PHY_Pro.h - * \ingroup phys - */ - -#ifndef __PHY_PRO_H__ -#define __PHY_PRO_H__ - -#include <MT_Scalar.h> - -// Properties of dynamic objects -struct PHY_ShapeProps { - MT_Scalar m_mass; // Total mass - MT_Scalar m_inertia; // Inertia, should be a tensor some time - MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI - MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI - MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] - MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary - MT_Scalar m_clamp_vel_max; // Clamp max velocity - MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity. - MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity. - 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? - MT_Scalar m_step_height; // Max height of climbable steps (Character) - MT_Scalar m_jump_speed; // Velocity of jumps (Character) - MT_Scalar m_fall_speed; // Max velocity of falling (Character) - unsigned char m_max_jumps; // Max ammount of jumps (Character) -}; - - -// Properties of collidable objects (non-ghost objects) -struct PHY_MaterialProps { - MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic - MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force) - MT_Scalar m_fh_spring; // Spring constant (both linear and angular) - MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1] - MT_Scalar m_fh_distance; // The range above the surface where Fh is active. - bool m_fh_normal; // Should the object slide off slopes? -}; - -#endif /* __PHY_PRO_H__ */ |