forked from bartvdbraak/blender
48 lines
2.3 KiB
C++
48 lines
2.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef PHY_PROPSH
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#define PHY_PROPSH
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class CollisionShape;
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// Properties of dynamic objects
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struct PHY_ShapeProps {
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float m_mass; // Total mass
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float m_inertia; // Inertia, should be a tensor some time
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float m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum
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float m_ang_drag; // Angular drag
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float 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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CollisionShape* m_shape;
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};
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// Properties of collidable objects (non-ghost objects)
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struct PHY_MaterialProps {
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float m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic
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float m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
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float m_fh_spring; // Spring constant (both linear and angular)
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float m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
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float 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 //PHY_PROPSH
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