One of the last parts of the refactoring (hopefully), made most members of btCollisionObject protected.
Also did some work on improving the constraint solver.
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@@ -435,8 +435,8 @@ void DemoApplication::shootBox(const btVector3& destination)
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linVel.normalize();
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linVel*=m_ShootBoxInitialSpeed;
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body->m_worldTransform.setOrigin(camPos);
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body->m_worldTransform.setRotation(btQuaternion(0,0,0,1));
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body->getWorldTransform().setOrigin(camPos);
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body->getWorldTransform().setRotation(btQuaternion(0,0,0,1));
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body->setLinearVelocity(linVel);
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body->setAngularVelocity(btVector3(0,0,0));
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}
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@@ -597,7 +597,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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//printf("removed constraint %i",gPickingConstraintId);
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m_pickConstraint = 0;
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pickedBody->ForceActivationState(ACTIVE_TAG);
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pickedBody->m_deactivationTime = 0.f;
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pickedBody->setDeactivationTime( 0.f );
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pickedBody = 0;
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}
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@@ -690,7 +690,7 @@ void DemoApplication::renderme()
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myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m);
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} else
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{
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colObj->m_worldTransform.getOpenGLMatrix(m);
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colObj->getWorldTransform().getOpenGLMatrix(m);
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}
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btVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
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@@ -720,7 +720,7 @@ void DemoApplication::renderme()
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}
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}
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GL_ShapeDrawer::drawOpenGL(m,colObj->m_collisionShape,wireColor,getDebugMode());
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GL_ShapeDrawer::drawOpenGL(m,colObj->getCollisionShape(),wireColor,getDebugMode());
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}
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@@ -832,8 +832,8 @@ void DemoApplication::clientResetScene()
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{
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btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
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myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
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colObj->m_worldTransform = myMotionState->m_graphicsWorldTrans;
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colObj->m_interpolationWorldTransform = myMotionState->m_startWorldTrans;
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colObj->setWorldTransform( myMotionState->m_graphicsWorldTrans );
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colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && !body->isStaticObject())
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{
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