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

@@ -182,8 +182,8 @@ static __inline void solveContact(btGpuConstraint4& cs,
btVector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
btVector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
#ifdef _WIN32
btAssert(_finite(linImp0.x()));
btAssert(_finite(linImp1.x()));
btAssert(_finite(linImp0.getX()));
btAssert(_finite(linImp1.getX()));
#endif
if (invMassA)
@@ -304,8 +304,8 @@ static inline void solveFriction(btGpuConstraint4& cs,
btVector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
btVector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
#ifdef _WIN32
btAssert(_finite(linImp0.x()));
btAssert(_finite(linImp1.x()));
btAssert(_finite(linImp0.getX()));
btAssert(_finite(linImp1.getX()));
#endif
if (invMassA)
{