Constructor data holder for Bullet rigid body creation. Stores mass, motion state, collision shape, inertia, damping, friction, restitution, sleeping thresholds and additional damping parameters with defaults.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using System; using System.Collections.Generic; using System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; internal class RigidBodyConstructionInfo { public float m_mass; public IMotionState m_motionState; public IndexedMatrix m_startWorldTransform; public CollisionShape m_collisionShape; public IndexedVector3 m_localInertia; public float m_linearDamping; public float m_angularDamping; public float m_friction; public float m_restitution; public float m_linearSleepingThreshold; public float m_angularSleepingThreshold; //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete public bool m_additionalDamping; public float m_additionalDampingFactor; public float m_additionalLinearDampingThresholdSqr; public float m_additionalAngularDampingThresholdSqr; public float m_additionalAngularDampingFactor; public RigidBodyConstructionInfo(float mass, IMotionState motionState, CollisionShape collisionShape) : this(mass, motionState, collisionShape, new IndexedVector3(0)) { } public RigidBodyConstructionInfo(float mass, IMotionState motionState, CollisionShape collisionShape, IndexedVector3 localInertia) { m_mass = mass; m_motionState = motionState; m_collisionShape = collisionShape; m_localInertia = localInertia; m_linearDamping = 0f; m_angularDamping = 0f; m_friction = 0.5f; m_restitution = 0f; m_linearSleepingThreshold = 0.8f; m_angularSleepingThreshold = 1f; m_additionalDamping = false; m_additionalDampingFactor = 0.005f; m_additionalLinearDampingThresholdSqr = 0.01f; m_additionalAngularDampingThresholdSqr = 0.01f; m_additionalAngularDampingFactor = 0.01f; m_startWorldTransform = IndexedMatrix.Identity; } }