Removed obsolete btPoint3: use btVector3 instead

This commit is contained in:
erwin.coumans
2008-10-27 19:56:48 +00:00
parent 52a151f5e4
commit 6f28170422
77 changed files with 215 additions and 261 deletions

View File

@@ -2173,7 +2173,7 @@ ColladaConverter::updateRigidBodyVelocity (btRigidBody* body)
void
ColladaConverter::updateConstraint (btTypedConstraint* constraint, domRigid_constraint* rigidConstraint)
{
if (!constraint->getConstraintType() != D6_CONSTRAINT_TYPE)
if (constraint->getConstraintType() != D6_CONSTRAINT_TYPE)
return;
btGeneric6DofConstraint* g6c = (btGeneric6DofConstraint*)constraint;
@@ -2711,7 +2711,7 @@ btCollisionShape* ColladaConverter::getCollisionShape(int shapeIndex)
void ColladaConverter::deleteAllocatedCollisionShapes()
{
int i;
for (int i=0;i<m_allocatedCollisionShapes.size();i++)
for (i=0;i<m_allocatedCollisionShapes.size();i++)
{
delete m_allocatedCollisionShapes[i];
}
@@ -3006,7 +3006,7 @@ void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBod
domFloat fl0 = listFloats.get(vertIndex);
domFloat fl1 = listFloats.get(vertIndex+1);
domFloat fl2 = listFloats.get(vertIndex+2);
convexHull->addPoint(btPoint3(fl0,fl1,fl2) * m_unitMeterScaling);
convexHull->addPoint(btVector3(fl0,fl1,fl2) * m_unitMeterScaling);
}
}
}
@@ -3104,7 +3104,7 @@ void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBod
domFloat fl2 = listFloats.get(k+2);
//printf("float %f %f %f\n",fl0,fl1,fl2);
convexHullShape->addPoint(btPoint3(fl0,fl1,fl2) * m_unitMeterScaling);
convexHullShape->addPoint(btVector3(fl0,fl1,fl2) * m_unitMeterScaling);
}
}
@@ -3149,7 +3149,7 @@ void ColladaConverter::ConvertRigidBodyRef( btRigidBodyInput& rbInput,btRigidBod
domFloat fl2 = listFloats.get(k+2);
//printf("float %f %f %f\n",fl0,fl1,fl2);
convexHullShape->addPoint(btPoint3(fl0,fl1,fl2)*m_unitMeterScaling);
convexHullShape->addPoint(btVector3(fl0,fl1,fl2)*m_unitMeterScaling);
}
}
@@ -3370,7 +3370,7 @@ void ColladaConverter::registerRigidBody(btRigidBody* body, const char* name)
btTypedConstraint* constraint = body->getConstraintRef (i);
// not support by the dom
if (!constraint->getConstraintType() != D6_CONSTRAINT_TYPE)
if (constraint->getConstraintType() != D6_CONSTRAINT_TYPE)
continue;
btRigidConstraintColladaInfo* rcci = findRigidConstraintColladaInfo(constraint);

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@@ -27,7 +27,7 @@ class btCollisionShape;
class btRigidBody;
class btTypedConstraint;
class btDynamicsWorld;
class ConstraintInput;
struct ConstraintInput;
class btRigidBodyColladaInfo;
class btRigidBodyColladaInfo

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@@ -213,7 +213,7 @@ namespace ConvexDecomposition
unsigned int depth);
};
}
#endif

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@@ -118,7 +118,7 @@ protected:
{
//apply the scaling
btVector3 const& scale = m_ch_shape->getLocalScaling();
btPoint3 const* points = m_ch_shape->getPoints();
btVector3 const* points = m_ch_shape->getPoints();
for(int i = 0; i < m_ch_shape->getNumPoints(); ++i) {
m_vertices[i] = vec3f(scale.x() * points[i].x(), scale.y() * points[i].y(), scale.z() * points[i].z());
}

View File

@@ -316,7 +316,7 @@ void rigidBodyArrayNode::draw( M3dView & view, const MDagPath &path,
if(style == M3dView::kFlatShaded ||
style == M3dView::kGouraudShaded) {
glEnable(GL_LIGHTING);
float material[] = { 0.4, 0.3, 1.0, 1.0 };
float material[] = { 0.4f, 0.3f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, material);
for(size_t i = 0; i < m_rigid_bodies.size(); ++i) {
glPushMatrix();
@@ -433,15 +433,15 @@ void rigidBodyArrayNode::computeRigidBodyParam(const MPlug& plug, MDataBlock& da
MPlug(thisObject, ca_rigidBodies).getValue(update);
double mass = data.inputValue(ia_mass).asDouble();
float mass = data.inputValue(ia_mass).asFloat();
vec3f inertia;
if(!m_rigid_bodies.empty()) {
inertia = mass * m_rigid_bodies[0]->collision_shape()->local_inertia();
}
double restitution = data.inputValue(ia_restitution).asDouble();
double friction = data.inputValue(ia_friction).asDouble();
double linearDamping = data.inputValue(ia_linearDamping).asDouble();
double angularDamping = data.inputValue(ia_angularDamping).asDouble();
float restitution = data.inputValue(ia_restitution).asFloat();
float friction = data.inputValue(ia_friction).asFloat();
float linearDamping = data.inputValue(ia_linearDamping).asFloat();
float angularDamping = data.inputValue(ia_angularDamping).asFloat();
for(size_t i = 0; i < m_rigid_bodies.size(); ++i) {
m_rigid_bodies[i]->set_mass(mass);