added angular limits to the Generic D6 constraint. Works for small angles. Will add a check for different combinations, and use different extraction of ordering of rotation from the diff quaternion.
Improved vehicle interpolation of wheels, and added Z-up axis option for the Demo made 'getWorldTransform' const method in btMotionState added future 'deactivationCallback'(not used yet)
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@@ -68,9 +68,8 @@ public:
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virtual ~btRaycastVehicle() ;
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const btTransform& getChassisWorldTransform() const;
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btScalar rayCast(btWheelInfo& wheel);
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virtual void updateVehicle(btScalar step);
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@@ -86,7 +85,7 @@ public:
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const btTransform& getWheelTransformWS( int wheelIndex ) const;
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void updateWheelTransform( int wheelIndex );
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void updateWheelTransform( int wheelIndex, bool interpolatedTransform = true );
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void setRaycastWheelInfo( int wheelIndex , bool isInContact, const btVector3& hitPoint, const btVector3& hitNormal,btScalar depth);
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@@ -103,7 +102,7 @@ public:
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btWheelInfo& getWheelInfo(int index);
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void updateWheelTransformsWS(btWheelInfo& wheel );
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void updateWheelTransformsWS(btWheelInfo& wheel , bool interpolatedTransform = true);
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void setBrake(float brake,int wheelIndex);
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