Bullet Collision Detection & Physics Library
btRigidBody.cpp
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#include "btRigidBody.h"
18#include "LinearMath/btMinMax.h"
23
24//'temporarily' global variables
27static int uniqueId = 0;
28
30{
31 setupRigidBody(constructionInfo);
32}
33
34btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia)
35{
36 btRigidBodyConstructionInfo cinfo(mass, motionState, collisionShape, localInertia);
37 setupRigidBody(cinfo);
38}
39
41{
43
47 m_linearFactor.setValue(1, 1, 1);
52 setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
53
56 m_optionalMotionState = constructionInfo.m_motionState;
64
66 {
68 }
69 else
70 {
71 m_worldTransform = constructionInfo.m_startWorldTransform;
72 }
73
77
78 //moved to btCollisionObject
79 m_friction = constructionInfo.m_friction;
80 m_rollingFriction = constructionInfo.m_rollingFriction;
81 m_spinningFriction = constructionInfo.m_spinningFriction;
82
83 m_restitution = constructionInfo.m_restitution;
84
85 setCollisionShape(constructionInfo.m_collisionShape);
87
88 setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
90
92
98}
99
101{
103}
104
106{
107 //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
108 if (timeStep != btScalar(0.))
109 {
110 //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
111 if (getMotionState())
113 btVector3 linVel, angVel;
114
119 //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
120 }
121}
122
123void btRigidBody::getAabb(btVector3& aabbMin, btVector3& aabbMax) const
124{
125 getCollisionShape()->getAabb(m_worldTransform, aabbMin, aabbMax);
126}
127
128void btRigidBody::setGravity(const btVector3& acceleration)
129{
130 if (m_inverseMass != btScalar(0.0))
131 {
132 m_gravity = acceleration * (btScalar(1.0) / m_inverseMass);
133 }
134 m_gravity_acceleration = acceleration;
135}
136
137void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
138{
139#ifdef BT_USE_OLD_DAMPING_METHOD
140 m_linearDamping = btMax(lin_damping, btScalar(0.0));
141 m_angularDamping = btMax(ang_damping, btScalar(0.0));
142#else
143 m_linearDamping = btClamped(lin_damping, btScalar(0.0), btScalar(1.0));
144 m_angularDamping = btClamped(ang_damping, btScalar(0.0), btScalar(1.0));
145#endif
146}
147
150{
151 //On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
152 //todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
153
154#ifdef BT_USE_OLD_DAMPING_METHOD
155 m_linearVelocity *= btMax((btScalar(1.0) - timeStep * m_linearDamping), btScalar(0.0));
156 m_angularVelocity *= btMax((btScalar(1.0) - timeStep * m_angularDamping), btScalar(0.0));
157#else
160#endif
161
163 {
164 //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
165 //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
168 {
171 }
172
174 if (speed < m_linearDamping)
175 {
176 btScalar dampVel = btScalar(0.005);
177 if (speed > dampVel)
178 {
180 m_linearVelocity -= dir * dampVel;
181 }
182 else
183 {
185 }
186 }
187
188 btScalar angSpeed = m_angularVelocity.length();
189 if (angSpeed < m_angularDamping)
190 {
191 btScalar angDampVel = btScalar(0.005);
192 if (angSpeed > angDampVel)
193 {
195 m_angularVelocity -= dir * angDampVel;
196 }
197 else
198 {
200 }
201 }
202 }
203}
204
206{
208 return;
209
211}
212
214{
216 return;
217
219}
220
222{
223 setCenterOfMassTransform(newTrans);
224}
225
227{
228 if (mass == btScalar(0.))
229 {
232 }
233 else
234 {
236 m_inverseMass = btScalar(1.0) / mass;
237 }
238
239 //Fg = m * a
241
242 m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
243 inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
244 inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
245
247}
248
250{
252}
253
255{
256 btVector3 inertiaLocal;
257 const btVector3 inertia = m_invInertiaLocal;
258 inertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
259 inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
260 inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
261 return inertiaLocal;
262}
263
264inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
265 const btMatrix3x3& I)
266{
267 const btVector3 w2 = I * w1 + w1.cross(I * w1) * dt - (T * dt + I * w0);
268 return w2;
269}
270
271inline btMatrix3x3 evalEulerEqnDeriv(const btVector3& w1, const btVector3& w0, const btScalar dt,
272 const btMatrix3x3& I)
273{
274 btMatrix3x3 w1x, Iw1x;
275 const btVector3 Iwi = (I * w1);
276 w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
277 Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
278
279 const btMatrix3x3 dfw1 = I + (w1x * I - Iw1x) * dt;
280 return dfw1;
281}
282
284{
285 btVector3 inertiaLocal = getLocalInertia();
286 btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
287 btVector3 tmp = inertiaTensorWorld * getAngularVelocity();
289 btScalar l2 = gf.length2();
290 if (l2 > maxGyroscopicForce * maxGyroscopicForce)
291 {
292 gf *= btScalar(1.) / btSqrt(l2) * maxGyroscopicForce;
293 }
294 return gf;
295}
296
298{
300 btVector3 omega1 = getAngularVelocity();
302
303 // Convert to body coordinates
304 btVector3 omegab = quatRotate(q.inverse(), omega1);
305 btMatrix3x3 Ib;
306 Ib.setValue(idl.x(), 0, 0,
307 0, idl.y(), 0,
308 0, 0, idl.z());
309
310 btVector3 ibo = Ib * omegab;
311
312 // Residual vector
313 btVector3 f = step * omegab.cross(ibo);
314
315 btMatrix3x3 skew0;
316 omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
317 btVector3 om = Ib * omegab;
318 btMatrix3x3 skew1;
319 om.getSkewSymmetricMatrix(&skew1[0], &skew1[1], &skew1[2]);
320
321 // Jacobian
322 btMatrix3x3 J = Ib + (skew0 * Ib - skew1) * step;
323
324 // btMatrix3x3 Jinv = J.inverse();
325 // btVector3 omega_div = Jinv*f;
326 btVector3 omega_div = J.solve33(f);
327
328 // Single Newton-Raphson update
329 omegab = omegab - omega_div; //Solve33(J, f);
330 // Back to world coordinates
331 btVector3 omega2 = quatRotate(q, omegab);
332 btVector3 gf = omega2 - omega1;
333 return gf;
334}
335
337{
338 // use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
339 // calculate using implicit euler step so it's stable.
340
341 const btVector3 inertiaLocal = getLocalInertia();
342 const btVector3 w0 = getAngularVelocity();
343
344 btMatrix3x3 I;
345
346 I = m_worldTransform.getBasis().scaled(inertiaLocal) *
348
349 // use newtons method to find implicit solution for new angular velocity (w')
350 // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
351 // df/dw' = I + 1xIw'*step + w'xI*step
352
353 btVector3 w1 = w0;
354
355 // one step of newton's method
356 {
357 const btVector3 fw = evalEulerEqn(w1, w0, btVector3(0, 0, 0), step, I);
358 const btMatrix3x3 dfw = evalEulerEqnDeriv(w1, w0, step, I);
359
360 btVector3 dw;
361 dw = dfw.solve33(fw);
362 //const btMatrix3x3 dfw_inv = dfw.inverse();
363 //dw = dfw_inv*fw;
364
365 w1 -= dw;
366 }
367
368 btVector3 gf = (w1 - w0);
369 return gf;
370}
371
373{
375 return;
376
379
380#define MAX_ANGVEL SIMD_HALF_PI
383 if (angvel * step > MAX_ANGVEL)
384 {
385 m_angularVelocity *= (MAX_ANGVEL / step) / angvel;
386 }
387 #if defined(BT_CLAMP_VELOCITY_TO) && BT_CLAMP_VELOCITY_TO > 0
388 clampVelocity(m_angularVelocity);
389 #endif
390}
391
393{
394 btQuaternion orn;
396 return orn;
397}
398
400{
401 if (isKinematicObject())
402 {
404 }
405 else
406 {
408 }
411 m_worldTransform = xform;
413}
414
416{
418
419 int index = m_constraintRefs.findLinearSearch(c);
420 //don't add constraints that are already referenced
421 //btAssert(index == m_constraintRefs.size());
422 if (index == m_constraintRefs.size())
423 {
425 btCollisionObject* colObjA = &c->getRigidBodyA();
426 btCollisionObject* colObjB = &c->getRigidBodyB();
427 if (colObjA == this)
428 {
429 colObjA->setIgnoreCollisionCheck(colObjB, true);
430 }
431 else
432 {
433 colObjB->setIgnoreCollisionCheck(colObjA, true);
434 }
435 }
436}
437
439{
440 int index = m_constraintRefs.findLinearSearch(c);
441 //don't remove constraints that are not referenced
442 if (index < m_constraintRefs.size())
443 {
445 btCollisionObject* colObjA = &c->getRigidBodyA();
446 btCollisionObject* colObjB = &c->getRigidBodyB();
447 if (colObjA == this)
448 {
449 colObjA->setIgnoreCollisionCheck(colObjB, false);
450 }
451 else
452 {
453 colObjB->setIgnoreCollisionCheck(colObjA, false);
454 }
455 }
456}
457
459{
460 int sz = sizeof(btRigidBodyData);
461 return sz;
462}
463
465const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
466{
467 btRigidBodyData* rbd = (btRigidBodyData*)dataBuffer;
468
469 btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
470
471 m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld);
472 m_linearVelocity.serialize(rbd->m_linearVelocity);
473 m_angularVelocity.serialize(rbd->m_angularVelocity);
474 rbd->m_inverseMass = m_inverseMass;
475 m_angularFactor.serialize(rbd->m_angularFactor);
476 m_linearFactor.serialize(rbd->m_linearFactor);
477 m_gravity.serialize(rbd->m_gravity);
478 m_gravity_acceleration.serialize(rbd->m_gravity_acceleration);
479 m_invInertiaLocal.serialize(rbd->m_invInertiaLocal);
480 m_totalForce.serialize(rbd->m_totalForce);
481 m_totalTorque.serialize(rbd->m_totalTorque);
482 rbd->m_linearDamping = m_linearDamping;
483 rbd->m_angularDamping = m_angularDamping;
484 rbd->m_additionalDamping = m_additionalDamping;
485 rbd->m_additionalDampingFactor = m_additionalDampingFactor;
486 rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
487 rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
488 rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
489 rbd->m_linearSleepingThreshold = m_linearSleepingThreshold;
490 rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
491
492 // Fill padding with zeros to appease msan.
493#ifdef BT_USE_DOUBLE_PRECISION
494 memset(rbd->m_padding, 0, sizeof(rbd->m_padding));
495#endif
496
497 return btRigidBodyDataName;
498}
499
501{
502 btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(), 1);
503 const char* structType = serialize(chunk->m_oldPtr, serializer);
504 serializer->finalizeChunk(chunk, structType, BT_RIGIDBODY_CODE, (void*)this);
505}
const T & btClamped(const T &a, const T &lb, const T &ub)
Definition: btMinMax.h:33
const T & btMax(const T &a, const T &b)
Definition: btMinMax.h:27
btVector3 quatRotate(const btQuaternion &rotation, const btVector3 &v)
Definition: btQuaternion.h:926
bool gDisableDeactivation
Definition: btRigidBody.cpp:26
#define MAX_ANGVEL
btVector3 evalEulerEqn(const btVector3 &w1, const btVector3 &w0, const btVector3 &T, const btScalar dt, const btMatrix3x3 &I)
btScalar gDeactivationTime
Definition: btRigidBody.cpp:25
static int uniqueId
Definition: btRigidBody.cpp:27
btMatrix3x3 evalEulerEqnDeriv(const btVector3 &w1, const btVector3 &w0, const btScalar dt, const btMatrix3x3 &I)
#define btRigidBodyDataName
Definition: btRigidBody.h:36
#define btRigidBodyData
Definition: btRigidBody.h:35
@ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
Definition: btRigidBody.h:47
btScalar btPow(btScalar x, btScalar y)
Definition: btScalar.h:521
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
btScalar btSqrt(btScalar y)
Definition: btScalar.h:466
#define BT_RIGIDBODY_CODE
Definition: btSerializer.h:112
int size() const
return the number of elements in the array
int findLinearSearch(const T &key) const
void remove(const T &key)
void push_back(const T &_Val)
void * m_oldPtr
Definition: btSerializer.h:52
btCollisionObject can be used to manage collision detection objects.
bool isStaticOrKinematicObject() const
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btTransform & getWorldTransform()
btTransform m_worldTransform
virtual void setCollisionShape(btCollisionShape *collisionShape)
btVector3 m_interpolationLinearVelocity
void setIgnoreCollisionCheck(const btCollisionObject *co, bool ignoreCollisionCheck)
btVector3 m_interpolationAngularVelocity
int m_internalType
m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody,...
btTransform m_interpolationWorldTransform
m_interpolationWorldTransform is used for CCD and interpolation it can be either previous or future (...
bool isKinematicObject() const
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const =0
getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition: btMatrix3x3.h:50
btVector3 solve33(const btVector3 &b) const
Solve A * x = b, where b is a column vector.
Definition: btMatrix3x3.h:648
btMatrix3x3 transpose() const
Return the transpose of the matrix.
Definition: btMatrix3x3.h:1049
void getRotation(btQuaternion &q) const
Get the matrix represented as a quaternion.
Definition: btMatrix3x3.h:420
btMatrix3x3 scaled(const btVector3 &s) const
Create a scaled copy of the matrix.
Definition: btMatrix3x3.h:622
void serialize(struct btMatrix3x3Data &dataOut) const
Definition: btMatrix3x3.h:1401
void setValue(const btScalar &xx, const btScalar &xy, const btScalar &xz, const btScalar &yx, const btScalar &yy, const btScalar &yz, const btScalar &zx, const btScalar &zy, const btScalar &zz)
Set the values of the matrix explicitly (row major)
Definition: btMatrix3x3.h:204
The btMotionState interface class allows the dynamics world to synchronize and interpolate the update...
Definition: btMotionState.h:24
virtual void getWorldTransform(btTransform &worldTrans) const =0
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
Definition: btQuaternion.h:50
btQuaternion inverse() const
Return the inverse of this quaternion.
Definition: btQuaternion.h:497
void getAabb(btVector3 &aabbMin, btVector3 &aabbMax) const
btScalar m_additionalAngularDampingFactor
Definition: btRigidBody.h:80
void applyGravity()
void integrateVelocities(btScalar step)
void addConstraintRef(btTypedConstraint *c)
virtual void serializeSingleObject(class btSerializer *serializer) const
btScalar m_linearDamping
Definition: btRigidBody.h:73
btMatrix3x3 m_invInertiaTensorWorld
Definition: btRigidBody.h:61
int m_frictionSolverType
Definition: btRigidBody.h:566
btVector3 m_invInertiaLocal
Definition: btRigidBody.h:69
void applyDamping(btScalar timeStep)
applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
btMotionState * m_optionalMotionState
Definition: btRigidBody.h:86
btVector3 m_gravity
Definition: btRigidBody.h:67
int m_contactSolverType
Definition: btRigidBody.h:565
void applyCentralForce(const btVector3 &force)
Definition: btRigidBody.h:274
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const
fills the dataBuffer and returns the struct name (and 0 on failure)
btVector3 m_turnVelocity
Definition: btRigidBody.h:101
btScalar m_additionalDampingFactor
Definition: btRigidBody.h:77
virtual int calculateSerializeBufferSize() const
int m_rigidbodyFlags
Definition: btRigidBody.h:91
btScalar m_additionalAngularDampingThresholdSqr
Definition: btRigidBody.h:79
void setGravity(const btVector3 &acceleration)
btRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
btRigidBody constructor using construction info
Definition: btRigidBody.cpp:29
btScalar m_linearSleepingThreshold
Definition: btRigidBody.h:82
btQuaternion getOrientation() const
void proceedToTransform(const btTransform &newTrans)
const btCollisionShape * getCollisionShape() const
Definition: btRigidBody.h:242
btVector3 m_linearFactor
Definition: btRigidBody.h:65
void saveKinematicState(btScalar step)
btVector3 getLocalInertia() const
btVector3 computeGyroscopicImpulseImplicit_World(btScalar dt) const
perform implicit force computation in world space
btVector3 m_angularFactor
Definition: btRigidBody.h:98
btVector3 m_totalForce
Definition: btRigidBody.h:70
btScalar m_inverseMass
Definition: btRigidBody.h:64
btVector3 computeGyroscopicImpulseImplicit_Body(btScalar step) const
perform implicit force computation in body space (inertial frame)
btVector3 m_totalTorque
Definition: btRigidBody.h:71
const btVector3 & getAngularVelocity() const
Definition: btRigidBody.h:437
btMotionState * getMotionState()
Definition: btRigidBody.h:549
btScalar m_angularDamping
Definition: btRigidBody.h:74
void removeConstraintRef(btTypedConstraint *c)
void setMassProps(btScalar mass, const btVector3 &inertia)
btVector3 m_deltaAngularVelocity
Definition: btRigidBody.h:97
btVector3 m_pushVelocity
Definition: btRigidBody.h:100
bool m_additionalDamping
Definition: btRigidBody.h:76
int m_debugBodyId
Definition: btRigidBody.h:93
btScalar m_angularSleepingThreshold
Definition: btRigidBody.h:83
void clearGravity()
btScalar m_additionalLinearDampingThresholdSqr
Definition: btRigidBody.h:78
btVector3 m_linearVelocity
Definition: btRigidBody.h:62
void setDamping(btScalar lin_damping, btScalar ang_damping)
btVector3 m_deltaLinearVelocity
Definition: btRigidBody.h:96
btVector3 m_angularVelocity
Definition: btRigidBody.h:63
void setupRigidBody(const btRigidBodyConstructionInfo &constructionInfo)
setupRigidBody is only used internally by the constructor
Definition: btRigidBody.cpp:40
void setCenterOfMassTransform(const btTransform &xform)
btAlignedObjectArray< btTypedConstraint * > m_constraintRefs
Definition: btRigidBody.h:89
void updateInertiaTensor()
void predictIntegratedTransform(btScalar step, btTransform &predictedTransform)
continuous collision detection needs prediction
btVector3 computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
explicit version is best avoided, it gains energy
btVector3 m_invMass
Definition: btRigidBody.h:99
const btVector3 & getLinearVelocity() const
Definition: btRigidBody.h:433
btVector3 m_gravity_acceleration
Definition: btRigidBody.h:68
virtual btChunk * allocate(size_t size, int numElements)=0
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
static void integrateTransform(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btTransform &predictedTransform)
static void calculateVelocity(const btTransform &transform0, const btTransform &transform1, btScalar timeStep, btVector3 &linVel, btVector3 &angVel)
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:30
btMatrix3x3 & getBasis()
Return the basis matrix for the rotation.
Definition: btTransform.h:109
btQuaternion getRotation() const
Return a quaternion representing the rotation.
Definition: btTransform.h:119
TypedConstraint is the baseclass for Bullet constraints and vehicles.
const btRigidBody & getRigidBodyA() const
const btRigidBody & getRigidBodyB() const
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
const btScalar & z() const
Return the z value.
Definition: btVector3.h:579
btScalar length() const
Return the length of the vector.
Definition: btVector3.h:257
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition: btVector3.h:380
void getSkewSymmetricMatrix(btVector3 *v0, btVector3 *v1, btVector3 *v2) const
Definition: btVector3.h:648
void setValue(const btScalar &_x, const btScalar &_y, const btScalar &_z)
Definition: btVector3.h:640
btVector3 normalized() const
Return a normalized version of this vector.
Definition: btVector3.h:949
btScalar length2() const
Return the length of the vector squared.
Definition: btVector3.h:251
const btScalar & x() const
Return the x value.
Definition: btVector3.h:575
void setZero()
Definition: btVector3.h:671
void serialize(struct btVector3Data &dataOut) const
Definition: btVector3.h:1317
const btScalar & y() const
Return the y value.
Definition: btVector3.h:577
The btRigidBodyConstructionInfo structure provides information to create a rigid body.
Definition: btRigidBody.h:110
btScalar m_friction
best simulation results when friction is non-zero
Definition: btRigidBody.h:124
btScalar m_restitution
best simulation results using zero restitution.
Definition: btRigidBody.h:131
btMotionState * m_motionState
When a motionState is provided, the rigid body will initialize its world transform from the motion st...
Definition: btRigidBody.h:115
btScalar m_rollingFriction
the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling f...
Definition: btRigidBody.h:127