f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
62 lines
2.5 KiB
C
62 lines
2.5 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef KX_PROPSH
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#define KX_PROPSH
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#include <MT_Scalar.h>
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// Properties of dynamic objects
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struct KX_ShapeProps {
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MT_Scalar m_mass; // Total mass
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MT_Scalar m_inertia; // Inertia, should be a tensor some time
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MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum
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MT_Scalar m_ang_drag; // Angular drag
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MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
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bool m_do_anisotropic; // Should I do anisotropic friction?
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bool m_do_fh; // Should the object have a linear Fh spring?
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bool m_do_rot_fh; // Should the object have an angular Fh spring?
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};
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// Properties of collidable objects (non-ghost objects)
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struct KX_MaterialProps {
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MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic
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MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
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MT_Scalar m_fh_spring; // Spring constant (both linear and angular)
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MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
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MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
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bool m_fh_normal; // Should the object slide off slopes?
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};
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#endif //KX_PROPSH
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