30 #ifndef RIOENGINE_CENGINE_CBULLETPROPERTIES_H_
31 #define RIOENGINE_CENGINE_CBULLETPROPERTIES_H_
34 #include "bullet/btbulletdynamicscommon.h"
59 const float mass()
const;
77 const float height()
const;
80 const float radius()
const;
83 const btVector3&
size()
const;
104 btRigidBody* m_rigidBody;
106 bool m_physicsEnabled;
112 float m_planeConstant;
114 btVector3 m_linearFactor;
115 btVector3 m_angularFactor;
117 btVector3 m_planeNormal;
125 #endif // RIOENGINE_CENGINE_CBULLETPROPERTIES_H_
const float planeConstant() const
void setPhysicsEnabled(bool physics_enabled)
void setFriction(float friction)
void setRadius(float radius)
void setRigidBody(btRigidBody *rigid_body)
const float height() const
const btVector3 & linearFactor() const
const ShapeTypes shapeType() const
const float friction() const
void setLinearFactor(const btVector3 &linear_factor)
virtual void copyValuesFromObject(const CBulletProperties &original_obj)
const QString & vertices() const
void setPlaneNormal(const btVector3 &plane_normal)
const CBulletProperties & operator=(const CBulletProperties &original_obj)
void setHeight(float height)
void setPlaneConstant(float plane_constant)
void setShapeType(ShapeTypes shape_type)
void setVertices(const QString &vertices)
const float restitution() const
const float radius() const
const bool physicsEnabled() const
const btVector3 & size() const
const btVector3 & angularFactor() const
void setAngularFactor(const btVector3 &angular_factor)
void setSize(const btVector3 &size)
btRigidBody * rigidBody() const
const btVector3 & planeNormal() const
void setActivationState(const CBulletProperties::ActivationState &activationState)
CBulletProperties::ActivationState activationState() const
void setRestitution(float restitution)