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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@@ -44,10 +44,10 @@ void btSphereSphereCollisionAlgorithm::processCollision (btCollisionObject* col0
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if (!m_manifoldPtr)
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return;
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btSphereShape* sphere0 = (btSphereShape*)col0->m_collisionShape;
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btSphereShape* sphere1 = (btSphereShape*)col1->m_collisionShape;
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btSphereShape* sphere0 = (btSphereShape*)col0->getCollisionShape();
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btSphereShape* sphere1 = (btSphereShape*)col1->getCollisionShape();
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btVector3 diff = col0->m_worldTransform.getOrigin()- col1->m_worldTransform.getOrigin();
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btVector3 diff = col0->getWorldTransform().getOrigin()- col1->getWorldTransform().getOrigin();
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float len = diff.length();
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btScalar radius0 = sphere0->getRadius();
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btScalar radius1 = sphere1->getRadius();
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@@ -61,9 +61,9 @@ void btSphereSphereCollisionAlgorithm::processCollision (btCollisionObject* col0
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btVector3 normalOnSurfaceB = diff / len;
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///point on A (worldspace)
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btVector3 pos0 = col0->m_worldTransform.getOrigin() - radius0 * normalOnSurfaceB;
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btVector3 pos0 = col0->getWorldTransform().getOrigin() - radius0 * normalOnSurfaceB;
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///point on B (worldspace)
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btVector3 pos1 = col1->m_worldTransform.getOrigin() + radius1* normalOnSurfaceB;
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btVector3 pos1 = col1->getWorldTransform().getOrigin() + radius1* normalOnSurfaceB;
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/// report a contact. internally this will be kept persistent, and contact reduction is done
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resultOut->setPersistentManifold(m_manifoldPtr);
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