Public Member Functions | Public Attributes

btRigidBody::btRigidBodyConstructionInfo Struct Reference

The btRigidBodyConstructionInfo structure provides information to create a rigid body. More...

#include <btRigidBody.h>

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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_rollingFriction
 the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever.
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

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 116 of file btRigidBody.h.


Constructor & Destructor Documentation

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

Definition at line 149 of file btRigidBody.h.


Member Data Documentation

Definition at line 147 of file btRigidBody.h.

Definition at line 146 of file btRigidBody.h.

Definition at line 143 of file btRigidBody.h.

Definition at line 144 of file btRigidBody.h.

Definition at line 145 of file btRigidBody.h.

Definition at line 128 of file btRigidBody.h.

Definition at line 139 of file btRigidBody.h.

Definition at line 125 of file btRigidBody.h.

best simulation results when friction is non-zero

Definition at line 131 of file btRigidBody.h.

Definition at line 127 of file btRigidBody.h.

Definition at line 138 of file btRigidBody.h.

Definition at line 126 of file btRigidBody.h.

Definition at line 118 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 122 of file btRigidBody.h.

best simulation results using zero restitution.

Definition at line 136 of file btRigidBody.h.

the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever.

See Bullet/Demos/RollingFrictionDemo for usage

Definition at line 134 of file btRigidBody.h.

Definition at line 123 of file btRigidBody.h.


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