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Blender
V2.59
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00001 /* 00002 * $Id: KX_PhysicsPropertiesobsolete.h 35063 2011-02-22 10:33:14Z jesterking $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00021 * All rights reserved. 00022 * 00023 * The Original Code is: all of this file. 00024 * 00025 * Contributor(s): none yet. 00026 * 00027 * ***** END GPL LICENSE BLOCK ***** 00028 */ 00029 00035 #ifndef KX_PROPSH 00036 #define KX_PROPSH 00037 00038 #include <MT_Scalar.h> 00039 00040 // Properties of dynamic objects 00041 struct KX_ShapeProps { 00042 MT_Scalar m_mass; // Total mass 00043 MT_Scalar m_inertia; // Inertia, should be a tensor some time 00044 MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum 00045 MT_Scalar m_ang_drag; // Angular drag 00046 MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1] 00047 bool m_do_anisotropic; // Should I do anisotropic friction? 00048 bool m_do_fh; // Should the object have a linear Fh spring? 00049 bool m_do_rot_fh; // Should the object have an angular Fh spring? 00050 }; 00051 00052 00053 // Properties of collidable objects (non-ghost objects) 00054 struct KX_MaterialProps { 00055 MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic 00056 MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force) 00057 MT_Scalar m_fh_spring; // Spring constant (both linear and angular) 00058 MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1] 00059 MT_Scalar m_fh_distance; // The range above the surface where Fh is active. 00060 bool m_fh_normal; // Should the object slide off slopes? 00061 }; 00062 00063 #endif //KX_PROPSH 00064