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Ignore:
Timestamp:
Dec 13, 2008, 11:45:51 PM (16 years ago)
Author:
rgrieder
Message:

Updated to Bullet 2.73 (first part).

File:
1 edited

Legend:

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  • code/branches/physics/src/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h

    r2192 r2430  
    3030#include "LinearMath/btMotionState.h"
    3131#include "LinearMath/btAlignedAllocator.h"
    32 
     32#include "LinearMath/btAlignedObjectArray.h"
     33
     34
     35typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray;
    3336
    3437
     
    7275        void*                   m_userObjectPointer;
    7376
    74         ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody etc.
     77        ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc.
    7578        ///do not assign your own m_internalType unless you write a new dynamics object class.
    7679        int                             m_internalType;
     
    104107                CF_KINEMATIC_OBJECT= 2,
    105108                CF_NO_CONTACT_RESPONSE = 4,
    106                 CF_CUSTOM_MATERIAL_CALLBACK = 8//this allows per-triangle material (friction/restitution)
     109                CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
     110                CF_CHARACTER_OBJECT = 16
    107111        };
    108112
     
    111115                CO_COLLISION_OBJECT =1,
    112116                CO_RIGID_BODY,
    113                 CO_SOFT_BODY
     117                CO_SOFT_BODY,
     118                ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
     119                ///It is useful for collision sensors, explosion objects, character controller etc.
     120                CO_GHOST_OBJECT
    114121        };
    115122
     
    177184        }
    178185
    179         int     getActivationState() const { return m_activationState1;}
     186        SIMD_FORCE_INLINE       int     getActivationState() const { return m_activationState1;}
    180187       
    181188        void setActivationState(int newState);
     
    194201        void    activate(bool forceActivation = false);
    195202
    196         inline bool isActive() const
     203        SIMD_FORCE_INLINE bool isActive() const
    197204        {
    198205                return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
     
    238245
    239246
    240         btBroadphaseProxy*      getBroadphaseHandle()
     247        SIMD_FORCE_INLINE btBroadphaseProxy*    getBroadphaseHandle()
    241248        {
    242249                return m_broadphaseHandle;
    243250        }
    244251
    245         const btBroadphaseProxy*        getBroadphaseHandle() const
     252        SIMD_FORCE_INLINE const btBroadphaseProxy*      getBroadphaseHandle() const
    246253        {
    247254                return m_broadphaseHandle;
     
    289296        }
    290297
    291         const int getIslandTag() const
     298        SIMD_FORCE_INLINE int getIslandTag() const
    292299        {
    293300                return  m_islandTag1;
     
    299306        }
    300307
    301         const int getCompanionId() const
     308        SIMD_FORCE_INLINE int getCompanionId() const
    302309        {
    303310                return  m_companionId;
     
    309316        }
    310317
    311         const btScalar                  getHitFraction() const
     318        SIMD_FORCE_INLINE btScalar                      getHitFraction() const
    312319        {
    313320                return m_hitFraction;
     
    320327
    321328       
    322         const int       getCollisionFlags() const
     329        SIMD_FORCE_INLINE int   getCollisionFlags() const
    323330        {
    324331                return m_collisionFlags;
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