Add 1D and 2D support for Bullet: using rigidbody->angularFactor(const btVector3& factor) and body->setLinearFactor(const btVector3& linearFactor);
For example, to only allow linear motion in the X-Z plane, and only rotation around Y axis use:
body->setLinearFactor(btVector3(1,0,1));
body->setAngularFactor(btVector3(0,1,0));
Fix build issues with CodeBlocks, when generating projectfiles using CMake 2.6:
${OPENGL_glU_LIBRARY} should be ${OPENGL_glu_LIBRARY}
Fix build issue with CodeBlocks, comment out xmlfree in Extras/COLLADA_DOM/src/modules/LIBXMLPlugin/daeLIBXMLPlugin.cpp (will leak memory)
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@@ -71,7 +71,7 @@ m_cameraUp(0,1,0),
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m_forwardAxis(2),
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m_glutScreenWidth(0),
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m_glutScreenHeight(0),
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m_ShootBoxInitialSpeed(40.f),
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m_ShootBoxInitialSpeed(4.f),
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m_stepping(true),
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m_singleStep(false),
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m_idle(false),
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@@ -544,7 +544,7 @@ void DemoApplication::setShootBoxShape ()
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btConvexShape* childShape = new btBoxShape(btVector3(1.f,1.f,1.f));
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m_shootBoxShape = new btUniformScalingShape(childShape,0.5f);
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#else
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m_shootBoxShape = new btSphereShape(1.f);//BoxShape(btVector3(1.f,1.f,1.f));
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m_shootBoxShape = new btSphereShape(.1f);//BoxShape(btVector3(1.f,1.f,1.f));
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#endif//
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}
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}
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@@ -554,7 +554,7 @@ void DemoApplication::shootBox(const btVector3& destination)
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if (m_dynamicsWorld)
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{
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float mass = 10.f;
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float mass = 0.1f;
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btTransform startTransform;
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startTransform.setIdentity();
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btVector3 camPos = getCameraPosition();
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@@ -563,6 +563,7 @@ void DemoApplication::shootBox(const btVector3& destination)
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setShootBoxShape ();
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btRigidBody* body = this->localCreateRigidBody(mass, startTransform,m_shootBoxShape);
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body->setLinearFactor(btVector3(1,1,1));
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btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
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linVel.normalize();
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