Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #ifndef KX_PROPSH 00034 #define KX_PROPSH 00035 00036 #include <MT_Scalar.h> 00037 00038 // Properties of dynamic objects 00039 struct KX_ShapeProps { 00040 MT_Scalar m_mass; // Total mass 00041 MT_Scalar m_inertia; // Inertia, should be a tensor some time 00042 MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum 00043 MT_Scalar m_ang_drag; // Angular drag 00044 MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] 00045 bool m_do_anisotropic; // Should I do anisotropic friction? 00046 bool m_do_fh; // Should the object have a linear Fh spring? 00047 bool m_do_rot_fh; // Should the object have an angular Fh spring? 00048 }; 00049 00050 00051 // Properties of collidable objects (non-ghost objects) 00052 struct KX_MaterialProps { 00053 MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic 00054 MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force) 00055 MT_Scalar m_fh_spring; // Spring constant (both linear and angular) 00056 MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1] 00057 MT_Scalar m_fh_distance; // The range above the surface where Fh is active. 00058 bool m_fh_normal; // Should the object slide off slopes? 00059 }; 00060 00061 #endif //KX_PROPSH 00062