92 dataOut->m_broadphaseHandle = 0;
94 dataOut->m_rootCollisionShape = 0;
125 dataOut->m_collisionFilterGroup = 0;
126 dataOut->m_collisionFilterMask = 0;
127 dataOut->m_uniqueId = -1;
btScalar m_contactStiffness
btVector3 m_interpolationAngularVelocity
btVector3 m_anisotropicFriction
#define btCollisionObjectData
void * m_extensionPointer
m_extensionPointer is used by some internal low-level Bullet extensions.
int m_hasAnisotropicFriction
void activate(bool forceActivation=false) const
#define DISABLE_DEACTIVATION
btScalar m_ccdMotionThreshold
Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold...
btScalar m_deactivationTime
btTransform m_interpolationWorldTransform
void setActivationState(int newState) const
btScalar m_contactProcessingThreshold
void * m_userObjectPointer
users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPoin...
int m_checkCollideWith
If some object should have elaborate collision filtering by sub-classes.
btScalar m_hitFraction
time of impact calculation
btScalar m_rollingFriction
btScalar m_spinningFriction
#define btCollisionObjectDataName
void forceActivationState(int newState) const
virtual ~btCollisionObject()
btCollisionShape * m_rootCollisionShape
btScalar m_ccdSweptSphereRadius
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
btVector3 m_interpolationLinearVelocity
#define DISABLE_SIMULATION
virtual void serializeSingleObject(class btSerializer *serializer) const
btScalar m_contactDamping
int m_updateRevision
internal update revision number. It will be increased when the object changes. This allows some subsy...
btCollisionShape * m_collisionShape
btBroadphaseProxy * m_broadphaseHandle
unsigned calculateSerializeBufferSize() const
virtual bool serialize(void *o_alignedDataBuffer, unsigned i_dataBufferSize, bool i_swapEndian) const
Data buffer MUST be 16 byte aligned.
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define BT_COLLISIONOBJECT_CODE
btTransform m_worldTransform
virtual btChunk * allocate(size_t size, int numElements)=0
virtual const char * findNameForPointer(const void *ptr) const =0
virtual void serializeName(const char *ptr)=0
virtual void * getUniquePointer(void *oldPtr)=0
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0