add support for motion state and internal pre-tick callback

This commit is contained in:
erwin coumans
2013-06-03 15:17:06 -07:00
parent 76b0d7697a
commit 31e0d0fd38
2 changed files with 66 additions and 41 deletions

View File

@@ -64,50 +64,51 @@ public:
return m_gravity;
}
virtual void addRigidBody(btRigidBody* body, short group, short mask)
{
addRigidBody(body);
}
virtual void addRigidBody(btRigidBody* body, short group, short mask)
{
addRigidBody(body);
}
virtual void removeRigidBody(btRigidBody* body)
{
btAssert(0);
}
virtual void removeRigidBody(btRigidBody* body)
{
btAssert(0);
}
virtual void addAction(btActionInterface* action)
{
btAssert(0);
}
virtual void addAction(btActionInterface* action)
{
btAssert(0);
}
virtual void removeAction(btActionInterface* action)
{
btAssert(0);
}
virtual void removeAction(btActionInterface* action)
{
btAssert(0);
}
virtual void setConstraintSolver(btConstraintSolver* solver)
{
btAssert(0);
}
virtual void setConstraintSolver(btConstraintSolver* solver)
{
btAssert(0);
}
virtual btConstraintSolver* getConstraintSolver()
{
btAssert(0);
return 0;
}
virtual btConstraintSolver* getConstraintSolver()
{
btAssert(0);
return 0;
}
virtual void clearForces()
{
btAssert(0);
}
virtual void clearForces()
{
btAssert(0);
}
virtual btDynamicsWorldType getWorldType() const
{
return BT_GPU_DYNAMICS_WORLD;
}
virtual btDynamicsWorldType getWorldType() const
{
return BT_GPU_DYNAMICS_WORLD;
}
///this can be useful to synchronize a single rigid body -> graphics object
void synchronizeSingleMotionState(btRigidBody* body);
};
#endif //B3_GPU_DYNAMICS_WORLD_H