20 INLINE BulletManifoldPoint::
21 ~BulletManifoldPoint() {
30 INLINE
void BulletManifoldPoint::
31 set_lateral_friction_initialized(
bool value) {
33 _pt.m_lateralFrictionInitialized = value;
41 INLINE
bool BulletManifoldPoint::
42 get_lateral_friction_initialized()
const {
44 return _pt.m_lateralFrictionInitialized;
52 INLINE
void BulletManifoldPoint::
53 set_lateral_friction_dir1(
const LVecBase3 &dir) {
55 _pt.m_lateralFrictionDir1 = LVecBase3_to_btVector3(dir);
63 INLINE
LVector3 BulletManifoldPoint::
64 get_lateral_friction_dir1()
const {
66 return btVector3_to_LVector3(_pt.m_lateralFrictionDir1);
74 INLINE
void BulletManifoldPoint::
75 set_lateral_friction_dir2(
const LVecBase3 &dir) {
77 _pt.m_lateralFrictionDir2 = LVecBase3_to_btVector3(dir);
85 INLINE
LVector3 BulletManifoldPoint::
86 get_lateral_friction_dir2()
const {
88 return btVector3_to_LVector3(_pt.m_lateralFrictionDir2);
96 INLINE
void BulletManifoldPoint::
97 set_contact_motion1(PN_stdfloat value) {
99 _pt.m_contactMotion1 = (btScalar)value;
107 INLINE PN_stdfloat BulletManifoldPoint::
108 get_contact_motion1()
const {
110 return (PN_stdfloat)_pt.m_contactMotion1;
118 INLINE
void BulletManifoldPoint::
119 set_contact_motion2(PN_stdfloat value) {
121 _pt.m_contactMotion2 = (btScalar)value;
129 INLINE PN_stdfloat BulletManifoldPoint::
130 get_contact_motion2()
const {
132 return (PN_stdfloat)_pt.m_contactMotion2;
140 INLINE
void BulletManifoldPoint::
141 set_combined_friction(PN_stdfloat value) {
143 _pt.m_combinedFriction = (btScalar)value;
151 INLINE PN_stdfloat BulletManifoldPoint::
152 get_combined_friction()
const {
154 return (PN_stdfloat)_pt.m_combinedFriction;
162 INLINE
void BulletManifoldPoint::
163 set_combined_restitution(PN_stdfloat value) {
165 _pt.m_combinedRestitution = (btScalar)value;
173 INLINE PN_stdfloat BulletManifoldPoint::
174 get_combined_restitution()
const {
176 return (PN_stdfloat)_pt.m_combinedRestitution;
184 INLINE
void BulletManifoldPoint::
185 set_applied_impulse(PN_stdfloat value) {
187 _pt.m_appliedImpulse = (btScalar)value;
195 INLINE
void BulletManifoldPoint::
196 set_applied_impulse_lateral1(PN_stdfloat value) {
198 _pt.m_appliedImpulseLateral1 = (btScalar)value;
206 INLINE PN_stdfloat BulletManifoldPoint::
207 get_applied_impulse_lateral1()
const {
209 return (PN_stdfloat)_pt.m_appliedImpulseLateral1;
217 INLINE
void BulletManifoldPoint::
218 set_applied_impulse_lateral2(PN_stdfloat value) {
220 _pt.m_appliedImpulseLateral2 = (btScalar)value;
228 INLINE PN_stdfloat BulletManifoldPoint::
229 get_applied_impulse_lateral2()
const {
231 return (PN_stdfloat)_pt.m_appliedImpulseLateral2;
239 INLINE
void BulletManifoldPoint::
240 set_contact_cfm1(PN_stdfloat value) {
242 _pt.m_contactCFM1 = (btScalar)value;
250 INLINE PN_stdfloat BulletManifoldPoint::
251 get_contact_cfm1()
const {
253 return (PN_stdfloat)_pt.m_contactCFM1;
261 INLINE
void BulletManifoldPoint::
262 set_contact_cfm2(PN_stdfloat value) {
264 _pt.m_contactCFM2 = (btScalar)value;
272 INLINE PN_stdfloat BulletManifoldPoint::
273 get_contact_cfm2()
const {
275 return (PN_stdfloat)_pt.m_contactCFM2;
This is the base class for all three-component vectors and points.
This is a three-component vector distance (as opposed to a three-component point, which represents a ...