Only set the m_interpolationWorldTransform to m_worldTransform for kinematic objects, and use the new transform directly for static/dynamic objects.

update some cmake project files
This commit is contained in:
erwin.coumans
2011-12-12 11:53:20 +00:00
parent a06ee28aa6
commit 76785d6e01
3 changed files with 36 additions and 2 deletions

View File

@@ -31,6 +31,24 @@ ELSE()
)
ENDIF()
IF (WIN32)
IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
IF (CMAKE_CL_64)
ADD_CUSTOM_COMMAND(
TARGET AppConcaveRayCastDemo
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/glut64.dll ${CMAKE_CURRENT_BINARY_DIR}
)
ELSE(CMAKE_CL_64)
ADD_CUSTOM_COMMAND(
TARGET AppConcaveRayCastDemo
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
)
ENDIF(CMAKE_CL_64)
ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
ENDIF(WIN32)
IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
SET_TARGET_PROPERTIES(AppConcaveRayCastDemo PROPERTIES DEBUG_POSTFIX "_Debug")

View File

@@ -24,8 +24,24 @@ ADD_EXECUTABLE(AppRaytracer
)
IF (WIN32)
IF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
IF (CMAKE_CL_64)
ADD_CUSTOM_COMMAND(
TARGET AppRaytracer
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/glut64.dll ${CMAKE_CURRENT_BINARY_DIR}
)
ELSE(CMAKE_CL_64)
ADD_CUSTOM_COMMAND(
TARGET AppRaytracer
POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR}
)
ENDIF(CMAKE_CL_64)
ENDIF (NOT INTERNAL_CREATE_DISTRIBUTABLE_MSVC_PROJECTFILES)
ENDIF(WIN32)
IF (INTERNAL_ADD_POSTFIX_EXECUTABLE_NAMES)
SET_TARGET_PROPERTIES(AppRaytracer PROPERTIES DEBUG_POSTFIX "_Debug")
SET_TARGET_PROPERTIES(AppRaytracer PROPERTIES MINSIZEREL_POSTFIX "_MinsizeRel")

View File

@@ -286,7 +286,7 @@ btQuaternion btRigidBody::getOrientation() const
void btRigidBody::setCenterOfMassTransform(const btTransform& xform)
{
if (isStaticOrKinematicObject())
if (isKinematicObject())
{
m_interpolationWorldTransform = m_worldTransform;
} else