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Public Member Functions | Public Attributes
btRigidBody::btRigidBodyConstructionInfo Struct Reference

btRigidBodyConstructionInfo 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. More...

#include <btRigidBody.h>

Collaboration diagram for btRigidBody::btRigidBodyConstructionInfo:
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List of all members.

Public Member Functions

 btRigidBodyConstructionInfo (btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia=btVector3(0, 0, 0))

Public Attributes

btScalar m_mass
btMotionStatem_motionState
 When a motionState is provided, the rigid body will initialize its world transform from the motion state In this case, m_startWorldTransform is ignored.
btTransform m_startWorldTransform
btCollisionShapem_collisionShape
btVector3 m_localInertia
btScalar m_linearDamping
btScalar m_angularDamping
btScalar m_friction
 best simulation results when friction is non-zero
btScalar m_restitution
 best simulation results using zero restitution.
btScalar m_linearSleepingThreshold
btScalar m_angularSleepingThreshold
bool m_additionalDamping
btScalar m_additionalDampingFactor
btScalar m_additionalLinearDampingThresholdSqr
btScalar m_additionalAngularDampingThresholdSqr
btScalar m_additionalAngularDampingFactor

Detailed Description

btRigidBodyConstructionInfo 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 83 of file btRigidBody.h.


Constructor & Destructor Documentation

btRigidBody::btRigidBodyConstructionInfo::btRigidBodyConstructionInfo ( btScalar  mass,
btMotionState motionState,
btCollisionShape collisionShape,
const btVector3 localInertia = btVector3(0,0,0) 
) [inline]

Member Data Documentation

Definition at line 111 of file btRigidBody.h.

Definition at line 110 of file btRigidBody.h.

Definition at line 107 of file btRigidBody.h.

Definition at line 108 of file btRigidBody.h.

Definition at line 109 of file btRigidBody.h.

Definition at line 95 of file btRigidBody.h.

Definition at line 103 of file btRigidBody.h.

Definition at line 92 of file btRigidBody.h.

best simulation results when friction is non-zero

Definition at line 98 of file btRigidBody.h.

Definition at line 94 of file btRigidBody.h.

Definition at line 102 of file btRigidBody.h.

Definition at line 93 of file btRigidBody.h.

Definition at line 85 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 89 of file btRigidBody.h.

best simulation results using zero restitution.

Definition at line 100 of file btRigidBody.h.

Definition at line 90 of file btRigidBody.h.


The documentation for this struct was generated from the following file: