#include <btRigidBody.h>
Public Member Functions | |
btRigidBodyConstructionInfo (btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia=btVector3(0, 0, 0)) | |
Public Attributes | |
btScalar | m_additionalAngularDampingFactor |
btScalar | m_additionalAngularDampingThresholdSqr |
bool | m_additionalDamping |
btScalar | m_additionalDampingFactor |
btScalar | m_additionalLinearDampingThresholdSqr |
btScalar | m_angularDamping |
btScalar | m_angularSleepingThreshold |
btCollisionShape * | m_collisionShape |
btScalar | m_friction |
best simulation results when friction is non-zero | |
btScalar | m_linearDamping |
btScalar | m_linearSleepingThreshold |
btVector3 | m_localInertia |
btScalar | m_mass |
btMotionState * | m_motionState |
btScalar | m_restitution |
best simulation results using zero restitution. | |
btTransform | m_startWorldTransform |
The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body. For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument) You can use the motion state to synchronize the world transform between physics and graphics objects. And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state, m_startWorldTransform is only used when you don't provide a motion state.
Definition at line 112 of file btRigidBody.h.
btRigidBody::btRigidBodyConstructionInfo::btRigidBodyConstructionInfo | ( | btScalar | mass, |
btMotionState * | motionState, | ||
btCollisionShape * | collisionShape, | ||
const btVector3 & | localInertia = btVector3(0,0,0) |
||
) | [inline] |
Definition at line 142 of file btRigidBody.h.
Definition at line 140 of file btRigidBody.h.
Definition at line 139 of file btRigidBody.h.
Definition at line 136 of file btRigidBody.h.
Definition at line 137 of file btRigidBody.h.
Definition at line 138 of file btRigidBody.h.
Definition at line 124 of file btRigidBody.h.
Definition at line 132 of file btRigidBody.h.
Definition at line 121 of file btRigidBody.h.
best simulation results when friction is non-zero
Definition at line 127 of file btRigidBody.h.
Definition at line 123 of file btRigidBody.h.
Definition at line 131 of file btRigidBody.h.
Definition at line 122 of file btRigidBody.h.
Definition at line 114 of file btRigidBody.h.
When a motionState is provided, the rigid body will initialize its world transform from the motion state In this case, m_startWorldTransform is ignored.
Definition at line 118 of file btRigidBody.h.
best simulation results using zero restitution.
Definition at line 129 of file btRigidBody.h.
Definition at line 119 of file btRigidBody.h.