21         :       m_anisotropicFriction(1.f,1.f,1.f),
    22         m_hasAnisotropicFriction(false),
    24                 m_broadphaseHandle(0),
    26                 m_extensionPointer(0),
    27                 m_rootCollisionShape(0),
    31                 m_activationState1(1),
    35                 m_rollingFriction(0.0f),
    36                 m_internalType(CO_COLLISION_OBJECT),
    37                 m_userObjectPointer(0),
    40                 m_ccdSweptSphereRadius(
btScalar(0.)),
    42                 m_checkCollideWith(false),
    84         dataOut->m_broadphaseHandle = 0;
    86         dataOut->m_rootCollisionShape = 0;
 
btScalar m_ccdMotionThreshold
Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold...
btTransform m_interpolationWorldTransform
m_interpolationWorldTransform is used for CCD and interpolation it can be either previous or future (...
btScalar m_ccdSweptSphereRadius
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm:: 
virtual int calculateSerializeBufferSize() const 
virtual void * getUniquePointer(void *oldPtr)=0
btScalar m_hitFraction
time of impact calculation 
#define btCollisionObjectData
btTransform m_worldTransform
btCollisionShape * m_collisionShape
virtual ~btCollisionObject()
void forceActivationState(int newState) const 
btVector3 m_anisotropicFriction
btScalar m_deactivationTime
virtual const char * serialize(void *dataBuffer, class btSerializer *serializer) const 
fills the dataBuffer and returns the struct name (and 0 on failure) 
int m_hasAnisotropicFriction
void setActivationState(int newState) const 
#define btCollisionObjectDataName
int m_internalType
m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc. 
void serialize(struct btVector3Data &dataOut) const 
btCollisionObject can be used to manage collision detection objects. 
#define DISABLE_SIMULATION
btScalar m_contactProcessingThreshold
#define BT_COLLISIONOBJECT_CODE
void activate(bool forceActivation=false) const 
btScalar m_rollingFriction
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
virtual void serializeName(const char *ptr)=0
btVector3 m_interpolationAngularVelocity
int m_checkCollideWith
If some object should have elaborate collision filtering by sub-classes. 
#define DISABLE_DEACTIVATION
virtual void serializeSingleObject(class btSerializer *serializer) const 
virtual const char * findNameForPointer(const void *ptr) const =0
btVector3 m_interpolationLinearVelocity
virtual btChunk * allocate(size_t size, int numElements)=0
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...