22 BulletManifoldPoint(btManifoldPoint &pt)
42 this->_pt = other._pt;
49 int BulletManifoldPoint::
50 get_life_time()
const {
53 return _pt.getLifeTime();
59 PN_stdfloat BulletManifoldPoint::
60 get_distance()
const {
63 return (PN_stdfloat)_pt.getDistance();
69 PN_stdfloat BulletManifoldPoint::
70 get_applied_impulse()
const {
73 return (PN_stdfloat)_pt.getAppliedImpulse();
79 LPoint3 BulletManifoldPoint::
80 get_position_world_on_a()
const {
83 return btVector3_to_LPoint3(_pt.getPositionWorldOnA());
89 LPoint3 BulletManifoldPoint::
90 get_position_world_on_b()
const {
93 return btVector3_to_LPoint3(_pt.getPositionWorldOnB());
99 LVector3 BulletManifoldPoint::
100 get_normal_world_on_b()
const {
103 return btVector3_to_LVector3(_pt.m_normalWorldOnB);
109 LPoint3 BulletManifoldPoint::
110 get_local_point_a()
const {
113 return btVector3_to_LPoint3(_pt.m_localPointA);
119 LPoint3 BulletManifoldPoint::
120 get_local_point_b()
const {
123 return btVector3_to_LPoint3(_pt.m_localPointB);
129 int BulletManifoldPoint::
130 get_part_id0()
const {
133 return _pt.m_partId0;
139 int BulletManifoldPoint::
140 get_part_id1()
const {
143 return _pt.m_partId1;
149 int BulletManifoldPoint::
159 int BulletManifoldPoint::
169 void BulletManifoldPoint::
170 set_lateral_friction_initialized(
bool value) {
173 #if BT_BULLET_VERSION >= 285 175 _pt.m_contactPointFlags |= BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED;
177 _pt.m_contactPointFlags &= ~BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED;
180 _pt.m_lateralFrictionInitialized = value;
187 bool BulletManifoldPoint::
188 get_lateral_friction_initialized()
const {
191 #if BT_BULLET_VERSION >= 285 192 return (_pt.m_contactPointFlags & BT_CONTACT_FLAG_LATERAL_FRICTION_INITIALIZED) != 0;
194 return _pt.m_lateralFrictionInitialized;
201 void BulletManifoldPoint::
202 set_lateral_friction_dir1(
const LVecBase3 &dir) {
205 _pt.m_lateralFrictionDir1 = LVecBase3_to_btVector3(dir);
211 LVector3 BulletManifoldPoint::
212 get_lateral_friction_dir1()
const {
215 return btVector3_to_LVector3(_pt.m_lateralFrictionDir1);
221 void BulletManifoldPoint::
222 set_lateral_friction_dir2(
const LVecBase3 &dir) {
225 _pt.m_lateralFrictionDir2 = LVecBase3_to_btVector3(dir);
231 LVector3 BulletManifoldPoint::
232 get_lateral_friction_dir2()
const {
235 return btVector3_to_LVector3(_pt.m_lateralFrictionDir2);
241 void BulletManifoldPoint::
242 set_contact_motion1(PN_stdfloat value) {
245 _pt.m_contactMotion1 = (btScalar)value;
251 PN_stdfloat BulletManifoldPoint::
252 get_contact_motion1()
const {
255 return (PN_stdfloat)_pt.m_contactMotion1;
261 void BulletManifoldPoint::
262 set_contact_motion2(PN_stdfloat value) {
265 _pt.m_contactMotion2 = (btScalar)value;
271 PN_stdfloat BulletManifoldPoint::
272 get_contact_motion2()
const {
275 return (PN_stdfloat)_pt.m_contactMotion2;
281 void BulletManifoldPoint::
282 set_combined_friction(PN_stdfloat value) {
285 _pt.m_combinedFriction = (btScalar)value;
291 PN_stdfloat BulletManifoldPoint::
292 get_combined_friction()
const {
295 return (PN_stdfloat)_pt.m_combinedFriction;
301 void BulletManifoldPoint::
302 set_combined_restitution(PN_stdfloat value) {
305 _pt.m_combinedRestitution = (btScalar)value;
311 PN_stdfloat BulletManifoldPoint::
312 get_combined_restitution()
const {
315 return (PN_stdfloat)_pt.m_combinedRestitution;
321 void BulletManifoldPoint::
322 set_applied_impulse(PN_stdfloat value) {
325 _pt.m_appliedImpulse = (btScalar)value;
331 void BulletManifoldPoint::
332 set_applied_impulse_lateral1(PN_stdfloat value) {
335 _pt.m_appliedImpulseLateral1 = (btScalar)value;
341 PN_stdfloat BulletManifoldPoint::
342 get_applied_impulse_lateral1()
const {
345 return (PN_stdfloat)_pt.m_appliedImpulseLateral1;
351 void BulletManifoldPoint::
352 set_applied_impulse_lateral2(PN_stdfloat value) {
355 _pt.m_appliedImpulseLateral2 = (btScalar)value;
361 PN_stdfloat BulletManifoldPoint::
362 get_applied_impulse_lateral2()
const {
365 return (PN_stdfloat)_pt.m_appliedImpulseLateral2;
371 void BulletManifoldPoint::
372 set_contact_cfm1(PN_stdfloat value) {
375 #if BT_BULLET_VERSION < 285 376 _pt.m_contactCFM1 = (btScalar)value;
383 PN_stdfloat BulletManifoldPoint::
384 get_contact_cfm1()
const {
387 #if BT_BULLET_VERSION < 285 388 return (PN_stdfloat)_pt.m_contactCFM1;
397 void BulletManifoldPoint::
398 set_contact_cfm2(PN_stdfloat value) {
401 #if BT_BULLET_VERSION < 285 402 _pt.m_contactCFM2 = (btScalar)value;
409 PN_stdfloat BulletManifoldPoint::
410 get_contact_cfm2()
const {
413 #if BT_BULLET_VERSION < 285 414 return (PN_stdfloat)_pt.m_contactCFM2;
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
Similar to MutexHolder, but for a light mutex.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.