21 : m_interpolationLinearVelocity(0.f, 0.f, 0.f),
22 m_interpolationAngularVelocity(0.f, 0.f, 0.f),
23 m_anisotropicFriction(1.f, 1.f, 1.f),
24 m_hasAnisotropicFriction(false),
26 m_broadphaseHandle(0),
28 m_extensionPointer(0),
29 m_rootCollisionShape(0),
33 m_worldArrayIndex(-1),
34 m_activationState1(1),
38 m_rollingFriction(0.0f),
39 m_spinningFriction(0.f),
42 m_internalType(CO_COLLISION_OBJECT),
43 m_userObjectPointer(0),
48 m_ccdSweptSphereRadius(
btScalar(0.)),
50 m_checkCollideWith(false),
92 dataOut->m_broadphaseHandle = 0;
94 dataOut->m_rootCollisionShape = 0;
125 dataOut->m_collisionFilterGroup = 0;
126 dataOut->m_collisionFilterMask = 0;
127 dataOut->m_uniqueId = -1;
#define btCollisionObjectData
#define DISABLE_DEACTIVATION
#define btCollisionObjectDataName
#define DISABLE_SIMULATION
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define BT_COLLISIONOBJECT_CODE
btCollisionObject can be used to manage collision detection objects.
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
int m_checkCollideWith
If some object should have elaborate collision filtering by sub-classes.
btTransform m_worldTransform
btCollisionShape * m_collisionShape
virtual void serializeSingleObject(class btSerializer *serializer) const
btVector3 m_interpolationLinearVelocity
void activate(bool forceActivation=false) const
void setActivationState(int newState) const
btVector3 m_interpolationAngularVelocity
int m_internalType
m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody,...
btVector3 m_anisotropicFriction
btScalar m_ccdSweptSphereRadius
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
virtual int calculateSerializeBufferSize() const
btTransform m_interpolationWorldTransform
m_interpolationWorldTransform is used for CCD and interpolation it can be either previous or future (...
void forceActivationState(int newState) const
btScalar m_deactivationTime
virtual ~btCollisionObject()
btScalar m_ccdMotionThreshold
Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold...
btScalar m_contactProcessingThreshold
btScalar m_contactDamping
btBroadphaseProxy * m_broadphaseHandle
int m_hasAnisotropicFriction
btScalar m_rollingFriction
btScalar m_hitFraction
time of impact calculation
btScalar m_contactStiffness
virtual btChunk * allocate(size_t size, int numElements)=0
virtual void * getUniquePointer(void *oldPtr)=0
virtual void serializeName(const char *ptr)=0
virtual const char * findNameForPointer(const void *ptr) const =0
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
void serialize(struct btVector3Data &dataOut) const
int m_collisionFilterMask
int m_collisionFilterGroup