moved files around
This commit is contained in:
47
Extras/PhysicsInterface/Common/PHY_Pro.h
Normal file
47
Extras/PhysicsInterface/Common/PHY_Pro.h
Normal file
@@ -0,0 +1,47 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
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.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef PHY_PROPSH
|
||||
#define PHY_PROPSH
|
||||
|
||||
|
||||
class CollisionShape;
|
||||
|
||||
// Properties of dynamic objects
|
||||
struct PHY_ShapeProps {
|
||||
float m_mass; // Total mass
|
||||
float m_inertia; // Inertia, should be a tensor some time
|
||||
float m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum
|
||||
float m_ang_drag; // Angular drag
|
||||
float m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
|
||||
bool m_do_anisotropic; // Should I do anisotropic friction?
|
||||
bool m_do_fh; // Should the object have a linear Fh spring?
|
||||
bool m_do_rot_fh; // Should the object have an angular Fh spring?
|
||||
CollisionShape* m_shape;
|
||||
};
|
||||
|
||||
|
||||
// Properties of collidable objects (non-ghost objects)
|
||||
struct PHY_MaterialProps {
|
||||
float m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic
|
||||
float m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
|
||||
float m_fh_spring; // Spring constant (both linear and angular)
|
||||
float m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
|
||||
float m_fh_distance; // The range above the surface where Fh is active.
|
||||
bool m_fh_normal; // Should the object slide off slopes?
|
||||
};
|
||||
|
||||
#endif //PHY_PROPSH
|
||||
|
||||
Reference in New Issue
Block a user