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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@@ -62,7 +62,11 @@ class btRigidBody : public btCollisionObject
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public:
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#ifdef OBSOLETE_MOTIONSTATE_LESS
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//not supported, please use btMotionState
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btRigidBody(float mass, const btTransform& worldTransform, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=0.f,btScalar angularDamping=0.f,btScalar friction=0.5f,btScalar restitution=0.f);
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#endif //OBSOLETE_MOTIONSTATE_LESS
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btRigidBody(float mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=0.f,btScalar angularDamping=0.f,btScalar friction=0.5f,btScalar restitution=0.f);
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void proceedToTransform(const btTransform& newTrans);
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@@ -71,11 +75,11 @@ public:
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///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
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static const btRigidBody* upcast(const btCollisionObject* colObj)
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{
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return (const btRigidBody*)colObj->m_internalOwner;
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return (const btRigidBody*)colObj->getInternalOwner();
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}
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static btRigidBody* upcast(btCollisionObject* colObj)
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{
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return (btRigidBody*)colObj->m_internalOwner;
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return (btRigidBody*)colObj->getInternalOwner();
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}
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/// continuous collision detection needs prediction
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