Bullet Collision Detection & Physics Library
Public Member Functions | Public Attributes | List of all members
btRigidBody::btRigidBodyConstructionInfo Struct Reference

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

#include <btRigidBody.h>

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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. More...
 
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 More...
 
btScalar m_rollingFriction
 the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever. More...
 
btScalar m_spinningFriction
 
btScalar m_restitution
 best simulation results using zero restitution. More...
 
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 119 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 154 of file btRigidBody.h.

Member Data Documentation

btScalar btRigidBody::btRigidBodyConstructionInfo::m_additionalAngularDampingFactor

Definition at line 152 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_additionalAngularDampingThresholdSqr

Definition at line 151 of file btRigidBody.h.

bool btRigidBody::btRigidBodyConstructionInfo::m_additionalDamping

Definition at line 148 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_additionalDampingFactor

Definition at line 149 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_additionalLinearDampingThresholdSqr

Definition at line 150 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_angularDamping

Definition at line 131 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_angularSleepingThreshold

Definition at line 144 of file btRigidBody.h.

btCollisionShape* btRigidBody::btRigidBodyConstructionInfo::m_collisionShape

Definition at line 128 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_friction

best simulation results when friction is non-zero

Definition at line 134 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_linearDamping

Definition at line 130 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_linearSleepingThreshold

Definition at line 143 of file btRigidBody.h.

btVector3 btRigidBody::btRigidBodyConstructionInfo::m_localInertia

Definition at line 129 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_mass

Definition at line 121 of file btRigidBody.h.

btMotionState* btRigidBody::btRigidBodyConstructionInfo::m_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.

Definition at line 125 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_restitution

best simulation results using zero restitution.

Definition at line 141 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_rollingFriction

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

See Bullet/Demos/RollingFrictionDemo for usage

Definition at line 137 of file btRigidBody.h.

btScalar btRigidBody::btRigidBodyConstructionInfo::m_spinningFriction

Definition at line 138 of file btRigidBody.h.

btTransform btRigidBody::btRigidBodyConstructionInfo::m_startWorldTransform

Definition at line 126 of file btRigidBody.h.


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