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Bullet/CollisionDispatch/CollisionObject.cpp
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Bullet/CollisionDispatch/CollisionObject.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "CollisionObject.h"
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CollisionObject::CollisionObject()
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: m_collisionFlags(0),
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m_activationState1(1),
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m_deactivationTime(0.f),
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m_broadphaseHandle(0),
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m_collisionShape(0),
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m_hitFraction(1.f),
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m_ccdSweptShereRadius(0.f),
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m_ccdSquareMotionTreshold(0.f)
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{
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}
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void CollisionObject::SetActivationState(int newState)
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{
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if (m_activationState1 != DISABLE_DEACTIVATION)
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m_activationState1 = newState;
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}
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void CollisionObject::ForceActivationState(int newState)
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{
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m_activationState1 = newState;
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}
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void CollisionObject::activate()
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{
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if (!(m_collisionFlags & isStatic))
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{
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SetActivationState(1);
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m_deactivationTime = 0.f;
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}
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}
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bool CollisionObject::mergesSimulationIslands() const
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{
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return ( !(m_collisionFlags & isStatic));
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}
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