Blender V2.61 - r43446

PHY_Pro.h

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00001 /*
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00003  *
00004  * This program is free software; you can redistribute it and/or
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00009  * This program is distributed in the hope that it will be useful,
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00017  *
00018  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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00021  * The Original Code is: all of this file.
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00027 
00032 #ifndef PHY_PROPSH
00033 #define PHY_PROPSH
00034 
00035 #include <MT_Scalar.h>
00036 
00037 // Properties of dynamic objects
00038 struct PHY_ShapeProps {
00039     MT_Scalar  m_mass;                  // Total mass
00040     MT_Scalar  m_inertia;               // Inertia, should be a tensor some time 
00041     MT_Scalar  m_lin_drag;              // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI
00042     MT_Scalar  m_ang_drag;              // Angular drag, inverted and called dampening in blenders UI
00043     MT_Scalar  m_friction_scaling[3];   // Scaling for anisotropic friction. Component in range [0, 1]   
00044     MT_Scalar  m_clamp_vel_min;         // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
00045     MT_Scalar  m_clamp_vel_max;         // Clamp max velocity
00046     bool       m_do_anisotropic;        // Should I do anisotropic friction? 
00047     bool       m_do_fh;                 // Should the object have a linear Fh spring?
00048     bool       m_do_rot_fh;             // Should the object have an angular Fh spring?
00049 };
00050 
00051 
00052 // Properties of collidable objects (non-ghost objects)
00053 struct PHY_MaterialProps {
00054     MT_Scalar m_restitution;           // restitution of energie after a collision 0 = inelastic, 1 = elastic
00055     MT_Scalar m_friction;              // Coulomb friction (= ratio between the normal en maximum friction force)
00056     MT_Scalar m_fh_spring;             // Spring constant (both linear and angular)
00057     MT_Scalar m_fh_damping;            // Damping factor (linear and angular) in range [0, 1]
00058     MT_Scalar m_fh_distance;           // The range above the surface where Fh is active.    
00059     bool      m_fh_normal;             // Should the object slide off slopes?
00060 };
00061 
00062 #endif //PHY_PROPSH
00063