Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode) Don't crash in btCollisionWorld, if there is no collision dispatcher
669 lines
38 KiB
XML
669 lines
38 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
|
|
<bullet_physics version=281 itemcount = 9>
|
|
<btDynamicsWorldFloatData pointer=2>
|
|
<m_solverInfo type="btContactSolverInfoFloatData">
|
|
<m_tau type="float"> 0.600000 </m_tau>
|
|
<m_damping type="float"> 1.000000 </m_damping>
|
|
<m_friction type="float"> 0.300000 </m_friction>
|
|
<m_timeStep type="float"> 0.016667 </m_timeStep>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_maxErrorReduction type="float"> 20.000000 </m_maxErrorReduction>
|
|
<m_sor type="float"> 1.000000 </m_sor>
|
|
<m_erp type="float"> 0.200000 </m_erp>
|
|
<m_erp2 type="float"> 0.800000 </m_erp2>
|
|
<m_globalCfm type="float"> 0.000000 </m_globalCfm>
|
|
<m_splitImpulsePenetrationThreshold type="float"> -0.040000 </m_splitImpulsePenetrationThreshold>
|
|
<m_splitImpulseTurnErp type="float"> 0.100000 </m_splitImpulseTurnErp>
|
|
<m_linearSlop type="float"> 0.000000 </m_linearSlop>
|
|
<m_warmstartingFactor type="float"> 0.850000 </m_warmstartingFactor>
|
|
<m_maxGyroscopicForce type="float"> 100.000000 </m_maxGyroscopicForce>
|
|
<m_singleAxisRollingFrictionThreshold type="float"> 1000000015047466200000000000000.000000 </m_singleAxisRollingFrictionThreshold>
|
|
<m_numIterations type="int"> 10 </m_numIterations>
|
|
<m_solverMode type="int"> 260 </m_solverMode>
|
|
<m_restingContactRestitutionThreshold type="int"> 2 </m_restingContactRestitutionThreshold>
|
|
<m_minimumSolverBatchSize type="int"> 128 </m_minimumSolverBatchSize>
|
|
<m_splitImpulse type="int"> 1 </m_splitImpulse>
|
|
<m_padding type="char" count=4> 0 0 0 0 </m_padding>
|
|
</m_solverInfo>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
</btDynamicsWorldFloatData>
|
|
<btRigidBodyFloatData pointer=4>
|
|
<m_collisionObjectData type="btCollisionObjectFloatData">
|
|
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
|
|
<m_collisionShape type="pointer"> 3 </m_collisionShape>
|
|
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_worldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -50.000000 0.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_worldTransform>
|
|
<m_interpolationWorldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_interpolationWorldTransform>
|
|
<m_interpolationLinearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationLinearVelocity>
|
|
<m_interpolationAngularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationAngularVelocity>
|
|
<m_anisotropicFriction type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_anisotropicFriction>
|
|
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
|
|
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
|
|
<m_friction type="float"> 0.500000 </m_friction>
|
|
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
|
|
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
|
|
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
|
|
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
|
|
<m_collisionFlags type="int"> 1 </m_collisionFlags>
|
|
<m_islandTag1 type="int"> -1 </m_islandTag1>
|
|
<m_companionId type="int"> -2 </m_companionId>
|
|
<m_activationState1 type="int"> 2 </m_activationState1>
|
|
<m_internalType type="int"> 2 </m_internalType>
|
|
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionObjectData>
|
|
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_invInertiaTensorWorld>
|
|
<m_linearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_linearVelocity>
|
|
<m_angularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_angularVelocity>
|
|
<m_angularFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_angularFactor>
|
|
<m_linearFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_linearFactor>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
<m_gravity_acceleration type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity_acceleration>
|
|
<m_invInertiaLocal type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_invInertiaLocal>
|
|
<m_totalForce type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalForce>
|
|
<m_totalTorque type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalTorque>
|
|
<m_inverseMass type="float"> 0.000000 </m_inverseMass>
|
|
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
|
|
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
|
|
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
|
|
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
|
|
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
|
|
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
|
|
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
|
|
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
|
|
<m_additionalDamping type="int"> 0 </m_additionalDamping>
|
|
</btRigidBodyFloatData>
|
|
<btRigidBodyFloatData pointer=6>
|
|
<m_collisionObjectData type="btCollisionObjectFloatData">
|
|
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
|
|
<m_collisionShape type="pointer"> 5 </m_collisionShape>
|
|
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_worldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 14.166666 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_worldTransform>
|
|
<m_interpolationWorldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 14.166666 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_interpolationWorldTransform>
|
|
<m_interpolationLinearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationLinearVelocity>
|
|
<m_interpolationAngularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationAngularVelocity>
|
|
<m_anisotropicFriction type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_anisotropicFriction>
|
|
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
|
|
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
|
|
<m_friction type="float"> 0.500000 </m_friction>
|
|
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
|
|
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
|
|
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
|
|
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
|
|
<m_collisionFlags type="int"> 0 </m_collisionFlags>
|
|
<m_islandTag1 type="int"> 4 </m_islandTag1>
|
|
<m_companionId type="int"> -1 </m_companionId>
|
|
<m_activationState1 type="int"> 1 </m_activationState1>
|
|
<m_internalType type="int"> 2 </m_internalType>
|
|
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionObjectData>
|
|
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.500000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.500000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.500000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_invInertiaTensorWorld>
|
|
<m_linearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_linearVelocity>
|
|
<m_angularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_angularVelocity>
|
|
<m_angularFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_angularFactor>
|
|
<m_linearFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_linearFactor>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
<m_gravity_acceleration type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity_acceleration>
|
|
<m_invInertiaLocal type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.500000 1.500000 1.500000 0.000000 </m_floats>
|
|
</m_invInertiaLocal>
|
|
<m_totalForce type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalForce>
|
|
<m_totalTorque type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalTorque>
|
|
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
|
|
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
|
|
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
|
|
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
|
|
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
|
|
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
|
|
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
|
|
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
|
|
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
|
|
<m_additionalDamping type="int"> 0 </m_additionalDamping>
|
|
</btRigidBodyFloatData>
|
|
<btRigidBodyFloatData pointer=7>
|
|
<m_collisionObjectData type="btCollisionObjectFloatData">
|
|
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
|
|
<m_collisionShape type="pointer"> 5 </m_collisionShape>
|
|
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_worldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 16.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_worldTransform>
|
|
<m_interpolationWorldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 16.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_interpolationWorldTransform>
|
|
<m_interpolationLinearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationLinearVelocity>
|
|
<m_interpolationAngularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationAngularVelocity>
|
|
<m_anisotropicFriction type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_anisotropicFriction>
|
|
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
|
|
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
|
|
<m_friction type="float"> 0.500000 </m_friction>
|
|
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
|
|
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
|
|
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
|
|
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
|
|
<m_collisionFlags type="int"> 0 </m_collisionFlags>
|
|
<m_islandTag1 type="int"> 4 </m_islandTag1>
|
|
<m_companionId type="int"> -1 </m_companionId>
|
|
<m_activationState1 type="int"> 1 </m_activationState1>
|
|
<m_internalType type="int"> 2 </m_internalType>
|
|
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionObjectData>
|
|
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.500000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.500000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.500000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_invInertiaTensorWorld>
|
|
<m_linearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_linearVelocity>
|
|
<m_angularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_angularVelocity>
|
|
<m_angularFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_angularFactor>
|
|
<m_linearFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_linearFactor>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
<m_gravity_acceleration type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity_acceleration>
|
|
<m_invInertiaLocal type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.500000 1.500000 1.500000 0.000000 </m_floats>
|
|
</m_invInertiaLocal>
|
|
<m_totalForce type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalForce>
|
|
<m_totalTorque type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalTorque>
|
|
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
|
|
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
|
|
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
|
|
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
|
|
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
|
|
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
|
|
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
|
|
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
|
|
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
|
|
<m_additionalDamping type="int"> 0 </m_additionalDamping>
|
|
</btRigidBodyFloatData>
|
|
<btRigidBodyFloatData pointer=8>
|
|
<m_collisionObjectData type="btCollisionObjectFloatData">
|
|
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
|
|
<m_collisionShape type="pointer"> 5 </m_collisionShape>
|
|
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_worldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 18.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_worldTransform>
|
|
<m_interpolationWorldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 18.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_interpolationWorldTransform>
|
|
<m_interpolationLinearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationLinearVelocity>
|
|
<m_interpolationAngularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationAngularVelocity>
|
|
<m_anisotropicFriction type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_anisotropicFriction>
|
|
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
|
|
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
|
|
<m_friction type="float"> 0.500000 </m_friction>
|
|
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
|
|
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
|
|
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
|
|
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
|
|
<m_collisionFlags type="int"> 0 </m_collisionFlags>
|
|
<m_islandTag1 type="int"> 4 </m_islandTag1>
|
|
<m_companionId type="int"> -1 </m_companionId>
|
|
<m_activationState1 type="int"> 1 </m_activationState1>
|
|
<m_internalType type="int"> 2 </m_internalType>
|
|
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionObjectData>
|
|
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.500000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.500000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.500000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_invInertiaTensorWorld>
|
|
<m_linearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_linearVelocity>
|
|
<m_angularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_angularVelocity>
|
|
<m_angularFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_angularFactor>
|
|
<m_linearFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_linearFactor>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
<m_gravity_acceleration type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity_acceleration>
|
|
<m_invInertiaLocal type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.500000 1.500000 1.500000 0.000000 </m_floats>
|
|
</m_invInertiaLocal>
|
|
<m_totalForce type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalForce>
|
|
<m_totalTorque type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalTorque>
|
|
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
|
|
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
|
|
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
|
|
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
|
|
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
|
|
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
|
|
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
|
|
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
|
|
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
|
|
<m_additionalDamping type="int"> 0 </m_additionalDamping>
|
|
</btRigidBodyFloatData>
|
|
<btRigidBodyFloatData pointer=9>
|
|
<m_collisionObjectData type="btCollisionObjectFloatData">
|
|
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
|
|
<m_collisionShape type="pointer"> 5 </m_collisionShape>
|
|
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_worldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 20.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_worldTransform>
|
|
<m_interpolationWorldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 20.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_interpolationWorldTransform>
|
|
<m_interpolationLinearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationLinearVelocity>
|
|
<m_interpolationAngularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationAngularVelocity>
|
|
<m_anisotropicFriction type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_anisotropicFriction>
|
|
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
|
|
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
|
|
<m_friction type="float"> 0.500000 </m_friction>
|
|
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
|
|
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
|
|
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
|
|
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
|
|
<m_collisionFlags type="int"> 0 </m_collisionFlags>
|
|
<m_islandTag1 type="int"> 4 </m_islandTag1>
|
|
<m_companionId type="int"> -1 </m_companionId>
|
|
<m_activationState1 type="int"> 1 </m_activationState1>
|
|
<m_internalType type="int"> 2 </m_internalType>
|
|
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionObjectData>
|
|
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.500000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.500000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.500000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_invInertiaTensorWorld>
|
|
<m_linearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_linearVelocity>
|
|
<m_angularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_angularVelocity>
|
|
<m_angularFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_angularFactor>
|
|
<m_linearFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_linearFactor>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
<m_gravity_acceleration type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity_acceleration>
|
|
<m_invInertiaLocal type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.500000 1.500000 1.500000 0.000000 </m_floats>
|
|
</m_invInertiaLocal>
|
|
<m_totalForce type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalForce>
|
|
<m_totalTorque type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalTorque>
|
|
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
|
|
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
|
|
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
|
|
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
|
|
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
|
|
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
|
|
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
|
|
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
|
|
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
|
|
<m_additionalDamping type="int"> 0 </m_additionalDamping>
|
|
</btRigidBodyFloatData>
|
|
<btRigidBodyFloatData pointer=10>
|
|
<m_collisionObjectData type="btCollisionObjectFloatData">
|
|
<m_broadphaseHandle type="pointer"> 0 </m_broadphaseHandle>
|
|
<m_collisionShape type="pointer"> 5 </m_collisionShape>
|
|
<m_rootCollisionShape type="pointer"> 0 </m_rootCollisionShape>
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_worldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 22.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_worldTransform>
|
|
<m_interpolationWorldTransform type="btTransformFloatData">
|
|
<m_basis type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.000000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_basis>
|
|
<m_origin type="btVector3FloatData">
|
|
<m_floats type="float" count=4> -5.000000 22.166668 -3.000000 0.000000 </m_floats>
|
|
</m_origin>
|
|
</m_interpolationWorldTransform>
|
|
<m_interpolationLinearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationLinearVelocity>
|
|
<m_interpolationAngularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_interpolationAngularVelocity>
|
|
<m_anisotropicFriction type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_anisotropicFriction>
|
|
<m_contactProcessingThreshold type="float"> 999999984306749440.000000 </m_contactProcessingThreshold>
|
|
<m_deactivationTime type="float"> 0.000000 </m_deactivationTime>
|
|
<m_friction type="float"> 0.500000 </m_friction>
|
|
<m_rollingFriction type="float"> -431602080.000000 </m_rollingFriction>
|
|
<m_restitution type="float"> 0.000000 </m_restitution>
|
|
<m_hitFraction type="float"> 1.000000 </m_hitFraction>
|
|
<m_ccdSweptSphereRadius type="float"> 0.000000 </m_ccdSweptSphereRadius>
|
|
<m_ccdMotionThreshold type="float"> 0.000000 </m_ccdMotionThreshold>
|
|
<m_hasAnisotropicFriction type="int"> 0 </m_hasAnisotropicFriction>
|
|
<m_collisionFlags type="int"> 0 </m_collisionFlags>
|
|
<m_islandTag1 type="int"> 4 </m_islandTag1>
|
|
<m_companionId type="int"> -1 </m_companionId>
|
|
<m_activationState1 type="int"> 1 </m_activationState1>
|
|
<m_internalType type="int"> 2 </m_internalType>
|
|
<m_checkCollideWith type="int"> 0 </m_checkCollideWith>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionObjectData>
|
|
<m_invInertiaTensorWorld type="btMatrix3x3FloatData">
|
|
<m_el type="btVector3FloatData" count=3>
|
|
<m_floats type="float" count=4> 1.500000 0.000000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 1.500000 0.000000 0.000000 </m_floats>
|
|
<m_floats type="float" count=4> 0.000000 0.000000 1.500000 0.000000 </m_floats>
|
|
</m_el>
|
|
</m_invInertiaTensorWorld>
|
|
<m_linearVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -4.000000 0.000000 0.000000 </m_floats>
|
|
</m_linearVelocity>
|
|
<m_angularVelocity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_angularVelocity>
|
|
<m_angularFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_angularFactor>
|
|
<m_linearFactor type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_linearFactor>
|
|
<m_gravity type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity>
|
|
<m_gravity_acceleration type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 -10.000000 0.000000 0.000000 </m_floats>
|
|
</m_gravity_acceleration>
|
|
<m_invInertiaLocal type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.500000 1.500000 1.500000 0.000000 </m_floats>
|
|
</m_invInertiaLocal>
|
|
<m_totalForce type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalForce>
|
|
<m_totalTorque type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.000000 0.000000 0.000000 0.000000 </m_floats>
|
|
</m_totalTorque>
|
|
<m_inverseMass type="float"> 1.000000 </m_inverseMass>
|
|
<m_linearDamping type="float"> 0.000000 </m_linearDamping>
|
|
<m_angularDamping type="float"> 0.000000 </m_angularDamping>
|
|
<m_additionalDampingFactor type="float"> 0.005000 </m_additionalDampingFactor>
|
|
<m_additionalLinearDampingThresholdSqr type="float"> 0.010000 </m_additionalLinearDampingThresholdSqr>
|
|
<m_additionalAngularDampingThresholdSqr type="float"> 0.010000 </m_additionalAngularDampingThresholdSqr>
|
|
<m_additionalAngularDampingFactor type="float"> 0.010000 </m_additionalAngularDampingFactor>
|
|
<m_linearSleepingThreshold type="float"> 0.800000 </m_linearSleepingThreshold>
|
|
<m_angularSleepingThreshold type="float"> 1.000000 </m_angularSleepingThreshold>
|
|
<m_additionalDamping type="int"> 0 </m_additionalDamping>
|
|
</btRigidBodyFloatData>
|
|
<btConvexInternalShapeData pointer=3>
|
|
<m_collisionShapeData type="btCollisionShapeData">
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_shapeType type="int"> 0 </m_shapeType>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionShapeData>
|
|
<m_localScaling type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_localScaling>
|
|
<m_implicitShapeDimensions type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 49.959999 49.959999 49.959999 0.000000 </m_floats>
|
|
</m_implicitShapeDimensions>
|
|
<m_collisionMargin type="float"> 0.040000 </m_collisionMargin>
|
|
<m_padding type="int"> -842150451 </m_padding>
|
|
</btConvexInternalShapeData>
|
|
<btConvexInternalShapeData pointer=5>
|
|
<m_collisionShapeData type="btCollisionShapeData">
|
|
<m_name type="pointer"> 0 </m_name>
|
|
<m_shapeType type="int"> 0 </m_shapeType>
|
|
<m_padding type="char" count=4> -51 -51 -51 -51 </m_padding>
|
|
</m_collisionShapeData>
|
|
<m_localScaling type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 1.000000 1.000000 1.000000 0.000000 </m_floats>
|
|
</m_localScaling>
|
|
<m_implicitShapeDimensions type="btVector3FloatData">
|
|
<m_floats type="float" count=4> 0.960000 0.960000 0.960000 0.000000 </m_floats>
|
|
</m_implicitShapeDimensions>
|
|
<m_collisionMargin type="float"> 0.040000 </m_collisionMargin>
|
|
<m_padding type="int"> -842150451 </m_padding>
|
|
</btConvexInternalShapeData>
|
|
</bullet_physics>
|