void setIgnoreWhileSolving(bool c);
void setGlobalGround(double* global_ground, float* global_vel,
double globalX, double globalY,
- int type, const SGMaterial *material);
+ const SGMaterial *material);
void getPosition(float* out);
void getCompression(float* out);
void getGlobalGround(double* global_ground);
float _reduceFrictionByExtension;
bool _ignoreWhileSolving;
- int _ground_type;
double _ground_frictionFactor;
double _ground_rollingFriction;
double _ground_loadCapacity;