x() -> x or getX() or [0]

y() -> y or getY() or [1]
z() -> z or getZ() or [2]
w() -> w or getW() or [3]

make sphere-convex and sphere-compound collision work (still issues remaining)
This commit is contained in:
erwin coumans
2013-04-03 18:27:36 -07:00
parent 8cee2e9b23
commit 4a93c2e704
23 changed files with 692 additions and 315 deletions

View File

@@ -959,15 +959,15 @@ void btCreateLookAt(const btVector3& eye, const btVector3& center,const btVec
btVector3 s = (f.cross(u)).normalized();
u = s.cross(f);
result[0*4+0] = s.x();
result[1*4+0] = s.y();
result[2*4+0] = s.z();
result[0*4+1] = u.x();
result[1*4+1] = u.y();
result[2*4+1] = u.z();
result[0*4+2] =-f.x();
result[1*4+2] =-f.y();
result[2*4+2] =-f.z();
result[0*4+0] = s.getX();
result[1*4+0] = s.getY();
result[2*4+0] = s.getZ();
result[0*4+1] = u.getX();
result[1*4+1] = u.getY();
result[2*4+1] = u.getZ();
result[0*4+2] =-f.getX();
result[1*4+2] =-f.getY();
result[2*4+2] =-f.getZ();
result[3*4+0] = -s.dot(eye);
result[3*4+1] = -u.dot(eye);
@@ -1063,9 +1063,9 @@ void GLInstancingRenderer::updateCamera()
void GLInstancingRenderer::getCameraPosition(float cameraPos[4])
{
cameraPos[0] = m_data->m_cameraPosition.x();
cameraPos[1] = m_data->m_cameraPosition.y();
cameraPos[2] = m_data->m_cameraPosition.z();
cameraPos[0] = m_data->m_cameraPosition[0];
cameraPos[1] = m_data->m_cameraPosition[1];
cameraPos[2] = m_data->m_cameraPosition[2];
cameraPos[3] = 1.f;
}
@@ -1090,9 +1090,9 @@ void GLInstancingRenderer::setCameraTargetPosition(float cameraPos[4])
void GLInstancingRenderer::getCameraTargetPosition(float cameraPos[4]) const
{
cameraPos[0] = m_data->m_cameraTargetPosition.x();
cameraPos[1] = m_data->m_cameraTargetPosition.y();
cameraPos[2] = m_data->m_cameraTargetPosition.z();
cameraPos[0] = m_data->m_cameraTargetPosition.getX();
cameraPos[1] = m_data->m_cameraTargetPosition.getY();
cameraPos[2] = m_data->m_cameraTargetPosition.getZ();
}