Preliminary adding btGhostObject.

It can be useful for collision sensors, explosion objects, character controller etc.

Similar to Havok phantom object.
This commit is contained in:
erwin.coumans
2008-10-16 22:29:38 +00:00
parent b32a0e3491
commit b48d05d52a
3 changed files with 186 additions and 2 deletions

View File

@@ -71,7 +71,7 @@ protected:
///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
void* m_userObjectPointer;
///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody etc.
///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc.
///do not assign your own m_internalType unless you write a new dynamics object class.
int m_internalType;
@@ -110,7 +110,10 @@ public:
{
CO_COLLISION_OBJECT =1,
CO_RIGID_BODY,
CO_SOFT_BODY
CO_SOFT_BODY,
///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
///It is useful for collision sensors, explosion objects, character controller etc.
CO_GHOST_OBJECT
};
SIMD_FORCE_INLINE bool mergesSimulationIslands() const