20 INLINE BulletManifoldPoint::
21 ~BulletManifoldPoint() {
30 INLINE
void BulletManifoldPoint::
31 set_lateral_friction_initialized(
bool value) {
32 #if BT_BULLET_VERSION >= 285 34 _pt.m_contactPointFlags |= BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED;
36 _pt.m_contactPointFlags &= ~BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED;
39 _pt.m_lateralFrictionInitialized = value;
48 INLINE
bool BulletManifoldPoint::
49 get_lateral_friction_initialized()
const {
50 #if BT_BULLET_VERSION >= 285 51 return (_pt.m_contactPointFlags & BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED) != 0;
53 return _pt.m_lateralFrictionInitialized;
62 INLINE
void BulletManifoldPoint::
63 set_lateral_friction_dir1(
const LVecBase3 &dir) {
65 _pt.m_lateralFrictionDir1 = LVecBase3_to_btVector3(dir);
73 INLINE
LVector3 BulletManifoldPoint::
74 get_lateral_friction_dir1()
const {
76 return btVector3_to_LVector3(_pt.m_lateralFrictionDir1);
84 INLINE
void BulletManifoldPoint::
85 set_lateral_friction_dir2(
const LVecBase3 &dir) {
87 _pt.m_lateralFrictionDir2 = LVecBase3_to_btVector3(dir);
95 INLINE
LVector3 BulletManifoldPoint::
96 get_lateral_friction_dir2()
const {
98 return btVector3_to_LVector3(_pt.m_lateralFrictionDir2);
106 INLINE
void BulletManifoldPoint::
107 set_contact_motion1(PN_stdfloat value) {
109 _pt.m_contactMotion1 = (btScalar)value;
117 INLINE PN_stdfloat BulletManifoldPoint::
118 get_contact_motion1()
const {
120 return (PN_stdfloat)_pt.m_contactMotion1;
128 INLINE
void BulletManifoldPoint::
129 set_contact_motion2(PN_stdfloat value) {
131 _pt.m_contactMotion2 = (btScalar)value;
139 INLINE PN_stdfloat BulletManifoldPoint::
140 get_contact_motion2()
const {
142 return (PN_stdfloat)_pt.m_contactMotion2;
150 INLINE
void BulletManifoldPoint::
151 set_combined_friction(PN_stdfloat value) {
153 _pt.m_combinedFriction = (btScalar)value;
161 INLINE PN_stdfloat BulletManifoldPoint::
162 get_combined_friction()
const {
164 return (PN_stdfloat)_pt.m_combinedFriction;
172 INLINE
void BulletManifoldPoint::
173 set_combined_restitution(PN_stdfloat value) {
175 _pt.m_combinedRestitution = (btScalar)value;
183 INLINE PN_stdfloat BulletManifoldPoint::
184 get_combined_restitution()
const {
186 return (PN_stdfloat)_pt.m_combinedRestitution;
194 INLINE
void BulletManifoldPoint::
195 set_applied_impulse(PN_stdfloat value) {
197 _pt.m_appliedImpulse = (btScalar)value;
205 INLINE
void BulletManifoldPoint::
206 set_applied_impulse_lateral1(PN_stdfloat value) {
208 _pt.m_appliedImpulseLateral1 = (btScalar)value;
216 INLINE PN_stdfloat BulletManifoldPoint::
217 get_applied_impulse_lateral1()
const {
219 return (PN_stdfloat)_pt.m_appliedImpulseLateral1;
227 INLINE
void BulletManifoldPoint::
228 set_applied_impulse_lateral2(PN_stdfloat value) {
230 _pt.m_appliedImpulseLateral2 = (btScalar)value;
238 INLINE PN_stdfloat BulletManifoldPoint::
239 get_applied_impulse_lateral2()
const {
241 return (PN_stdfloat)_pt.m_appliedImpulseLateral2;
249 INLINE
void BulletManifoldPoint::
250 set_contact_cfm1(PN_stdfloat value) {
251 #if BT_BULLET_VERSION < 285 252 _pt.m_contactCFM1 = (btScalar)value;
261 INLINE PN_stdfloat BulletManifoldPoint::
262 get_contact_cfm1()
const {
263 #if BT_BULLET_VERSION < 285 264 return (PN_stdfloat)_pt.m_contactCFM1;
275 INLINE
void BulletManifoldPoint::
276 set_contact_cfm2(PN_stdfloat value) {
277 #if BT_BULLET_VERSION < 285 278 _pt.m_contactCFM2 = (btScalar)value;
287 INLINE PN_stdfloat BulletManifoldPoint::
288 get_contact_cfm2()
const {
289 #if BT_BULLET_VERSION < 285 290 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 ...