|  | Bullet Physics 3D Block Toy
    | 
The common variables class. More...
#include <Common.h>
 
  
| Protected Attributes | |
| const float | m_fFloorHt = 0.5f | 
| Floor height. | |
| const Vector3 | m_vPlanePos = Vector3(0.0f, 0.0f, 100.0f) | 
| Plane position. | |
| const Vector3 | m_vPlaneSize = Vector3(600.0f, 2.0f*m_fFloorHt, 600.0f) | 
| Plane size. | |
| const float | m_fMoonRadius = 25.0f | 
| Moon radius. | |
| const float | m_fBallRadius = 2.0f | 
| Ball radius. | |
| const Vector3 | m_vBoxSize = Vector3(9.0f, 6.0f, 6.0f) | 
| Box size. | |
| const float | m_fTetrahedronSize = 16.0f | 
| Tetrahedron size. | |
| const float | m_fIcosahedronSize = 16.0f | 
| Icosahedron size. | |
| const float | m_fDodecahedronSize = 16.0f | 
| Dodecahedron size. | |
| const float | m_fTeapotSize = 8.0f | 
| Teapot size. | |
| Static Protected Attributes | |
| static CRenderer * | m_pRenderer = nullptr | 
| Pointer to the renderer. | |
| static LBaseCamera * | m_pCamera = nullptr | 
| Pointer to the camera. | |
| static CObjectManager * | m_pObjectManager = nullptr | 
| Pointer to object manager. | |
| static btDiscreteDynamicsWorld * | m_pPhysicsWorld = nullptr | 
| Pointer to physics engine. | |
| static btDefaultCollisionConfiguration * | m_pConfig = nullptr | 
| Bullet physics configuration. | |
| static btCollisionDispatcher * | m_pDispatcher = nullptr | 
| Bullet physics dispatcher. | |
| static btBroadphaseInterface * | m_pBroadphase = nullptr | 
| Bullet physics broadphase. | |
| static btSequentialImpulseConstraintSolver * | m_pSolver = nullptr | 
| Bullet physics constraint solver. | |
| static btAlignedObjectArray< btCollisionShape * > | m_btCollisionShapes | 
| Collision shapes. | |
| static bool | m_bCollisionSoundsMuted = false | 
| Mute collision sounds. | |
CCommon is a singleton class that encapsulates things that are common to different game components, including game state variables. Making it a singleton class means that we can avoid passing its member variables around as parameters, which makes the code minisculely faster, and more importantly, reduces function clutter.