pass on rigid body name in btBulletWorldImporter, to make it easier to bind physics and graphics objects.
moved some obsolete files to Extras/obsolete, and removed freeglut moved ColladaDemo to Dynamica Maya plugin repository (it has COLLADA_DOM and libxml), see http://dynamica.googlecode.com Added new .bullet file Minor update in Bullet_User_Manual.pdf, removed obsolete Bullet_Faq.pdf
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@@ -22,6 +22,7 @@ subject to the following restrictions:
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btHashMap.h"
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class btBulletFile;
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class btCollisionShape;
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class btCollisionObject;
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@@ -97,9 +98,9 @@ public:
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virtual btRigidBody* createRigidBody(bool isDynamic,
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btScalar mass,
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const btTransform& startTransform,
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btCollisionShape* shape);
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btCollisionShape* shape,const char* bodyName);
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virtual btCollisionObject* createCollisionObject( const btTransform& startTransform, btCollisionShape* shape);
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virtual btCollisionObject* createCollisionObject( const btTransform& startTransform, btCollisionShape* shape,const char* bodyName);
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virtual btCollisionShape* createPlaneShape(const btVector3& planeNormal,btScalar planeConstant);
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