From 398d681b228ad66f42ecee63d738e2d6e4de0c77 Mon Sep 17 00:00:00 2001 From: "erwin.coumans" Date: Fri, 5 Sep 2008 18:30:18 +0000 Subject: [PATCH] fixed compile error for btConvexTriangleMeshShape. Thanks to slackydeb for the report, http://bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2567 --- .../CollisionShapes/btConvexTriangleMeshShape.h | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h b/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h index 90f8d6026..6ff0bf5d4 100644 --- a/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h +++ b/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h @@ -46,12 +46,12 @@ public: virtual void setLocalScaling(const btVector3& scaling); virtual const btVector3& getLocalScaling() const; - ///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia - ///and the center of mass to the current coordinate system. A mass of 1 is assumed, for other masses just multiply the computed "inertia" - ///by the mass. The resulting transform "principal" has to be applied inversely to the mesh in order for the local coordinate system of the - ///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform - ///of the collision object by the principal transform. This method also computes the volume of the convex mesh. - void btConvexTriangleMeshShape::calculatePrincipalAxisTransform(btTransform& principal, btVector3& inertia, btScalar& volume) const; + ///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia + ///and the center of mass to the current coordinate system. A mass of 1 is assumed, for other masses just multiply the computed "inertia" + ///by the mass. The resulting transform "principal" has to be applied inversely to the mesh in order for the local coordinate system of the + ///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform + ///of the collision object by the principal transform. This method also computes the volume of the convex mesh. + void calculatePrincipalAxisTransform(btTransform& principal, btVector3& inertia, btScalar& volume) const; };