Files
bullet3/src/LinearMath/btMotionState.h
ejcoumans 56e135874b added angular limits to the Generic D6 constraint. Works for small angles. Will add a check for different combinations, and use different extraction of ordering of rotation from the diff quaternion.
Improved vehicle interpolation of wheels, and added Z-up axis option for the Demo
made 'getWorldTransform' const method in btMotionState
added future 'deactivationCallback'(not used yet)
2006-11-10 04:00:16 +00:00

44 lines
1.8 KiB
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 BT_MOTIONSTATE_H
#define BT_MOTIONSTATE_H
#include "LinearMath/btTransform.h"
///btMotionState allows the dynamics world to synchronize the updated world transforms with graphics
///For optimizations, potentially only moving objects get synchronized (using setWorldPosition/setWorldOrientation)
class btMotionState
{
public:
virtual ~btMotionState()
{
}
virtual void getWorldTransform(btTransform& worldTrans ) const =0;
//Bullet only calls the update of worldtransform for active objects
virtual void setWorldTransform(const btTransform& worldTrans)=0;
//future: when Bullet makes attempt to deactivate object, you can intercept this callback (return false to disable deactivation for this object this frame)
virtual bool deactivationCallback(void* userPointer) {
return true;
}
};
#endif //BT_MOTIONSTATE_H