blender/extern/bullet/Bullet/CollisionDispatch/CollisionObject.h
Erwin Coumans af9573e9ea Synchronized Bullet physics to latest version.
- Changed license from MIT to ZLib.
- Added 3D Sweep and Prune contribution
- More stable native constraint solver

Sorry for any inconvenience caused by this checkin.
All Blender buildsystems require update: added files and moved files.
2006-03-27 06:37:30 +00:00

86 lines
2.2 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef COLLISION_OBJECT_H
#define COLLISION_OBJECT_H
#include "SimdTransform.h"
//island management, m_activationState1
#define ACTIVE_TAG 1
#define ISLAND_SLEEPING 2
#define WANTS_DEACTIVATION 3
#define DISABLE_DEACTIVATION 4
struct BroadphaseProxy;
class CollisionShape;
struct CollisionObject
{
SimdTransform m_worldTransform;
//m_nextPredictedWorldTransform is used for CCD and interpolation
SimdTransform m_nextPredictedWorldTransform;
enum CollisionFlags
{
isStatic = 1,
};
int m_collisionFlags;
int m_islandTag1;
int m_activationState1;
float m_deactivationTime;
BroadphaseProxy* m_broadphaseHandle;
CollisionShape* m_collisionShape;
void* m_userPointer;//not use by Bullet internally
//time of impact calculation
float m_hitFraction;
bool mergesSimulationIslands() const;
CollisionObject()
: m_collisionFlags(0),
m_activationState1(1),
m_deactivationTime(0.f),
m_broadphaseHandle(0),
m_collisionShape(0),
m_hitFraction(1.f)
{
}
void SetCollisionShape(CollisionShape* collisionShape)
{
m_collisionShape = collisionShape;
}
int GetActivationState() const { return m_activationState1;}
void SetActivationState(int newState);
void activate();
};
#endif //COLLISION_OBJECT_H