/* * ***** 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 // 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__ */