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bullet3/Extras/quickstep/OdeSolverBody.h

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C++

/*
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 ODE_SOLVER_BODY_H
#define ODE_SOLVER_BODY_H
class btRigidBody;
#include "LinearMath/btVector3.h"
typedef btScalar dMatrix3[4*3];
///ODE's quickstep needs just a subset of the rigidbody data in its own layout, so make a temp copy
struct OdeSolverBody
{
btRigidBody* m_originalBody;
btVector3 m_centerOfMassPosition;
/// for ode solver-binding
dMatrix3 m_R;//temp
dMatrix3 m_I;
dMatrix3 m_invI;
int m_odeTag;
float m_invMass;
float m_friction;
btVector3 m_tacc;//temp
btVector3 m_facc;
btVector3 m_linearVelocity;
btVector3 m_angularVelocity;
};
#endif //#ifndef ODE_SOLVER_BODY_H