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-rw-r--r--modules/bullet/rigid_body_bullet.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index 2fc96a77b5..19fad283af 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -257,6 +257,8 @@ RigidBodyBullet::RigidBodyBullet() :
angularDamp(0),
can_sleep(true),
omit_forces_integration(false),
+ restitution_combine_mode(PhysicsServer::COMBINE_MODE_INHERIT),
+ friction_combine_mode(PhysicsServer::COMBINE_MODE_INHERIT),
force_integration_callback(NULL),
isTransformChanged(false),
previousActiveState(true),
@@ -750,6 +752,22 @@ Vector3 RigidBodyBullet::get_angular_velocity() const {
return gVec;
}
+void RigidBodyBullet::set_combine_mode(const PhysicsServer::BodyParameter p_param, const PhysicsServer::CombineMode p_mode) {
+ if (p_param == PhysicsServer::BODY_PARAM_BOUNCE) {
+ restitution_combine_mode = p_mode;
+ } else {
+ friction_combine_mode = p_mode;
+ }
+}
+
+PhysicsServer::CombineMode RigidBodyBullet::get_combine_mode(PhysicsServer::BodyParameter p_param) const {
+ if (p_param == PhysicsServer::BODY_PARAM_BOUNCE) {
+ return restitution_combine_mode;
+ } else {
+ return friction_combine_mode;
+ }
+}
+
void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
// The kinematic use MotionState class