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