float to btScalar
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@@ -642,7 +642,7 @@ void btConeTwistConstraint::calcAngleInfo2(const btTransform& transA, const btTr
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btTransform trDeltaAB = trB * trPose * trA.inverse();
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btTransform trDeltaAB = trB * trPose * trA.inverse();
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btQuaternion qDeltaAB = trDeltaAB.getRotation();
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btQuaternion qDeltaAB = trDeltaAB.getRotation();
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btVector3 swingAxis = btVector3(qDeltaAB.x(), qDeltaAB.y(), qDeltaAB.z());
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btVector3 swingAxis = btVector3(qDeltaAB.x(), qDeltaAB.y(), qDeltaAB.z());
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float swingAxisLen2 = swingAxis.length2();
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btScalar swingAxisLen2 = swingAxis.length2();
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if(btFuzzyZero(swingAxisLen2))
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if(btFuzzyZero(swingAxisLen2))
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{
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{
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return;
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return;
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@@ -903,7 +903,7 @@ btVector3 btConeTwistConstraint::GetPointForAngle(btScalar fAngleInRadians, btSc
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// a^2 b^2
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// a^2 b^2
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// Do the math and it should be clear.
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// Do the math and it should be clear.
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float swingLimit = m_swingSpan1; // if xEllipse == 0, just use axis b (1)
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btScalar swingLimit = m_swingSpan1; // if xEllipse == 0, just use axis b (1)
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if (fabs(xEllipse) > SIMD_EPSILON)
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if (fabs(xEllipse) > SIMD_EPSILON)
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{
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{
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btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse);
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btScalar surfaceSlope2 = (yEllipse*yEllipse)/(xEllipse*xEllipse);
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@@ -1238,7 +1238,7 @@ void btMultiBody::computeAccelerationsArticulatedBodyAlgorithmMultiDof(btScalar
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void btMultiBody::solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, float result[6]) const
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void btMultiBody::solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, btScalar result[6]) const
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{
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{
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int num_links = getNumLinks();
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int num_links = getNumLinks();
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///solve I * x = rhs, so the result = invI * rhs
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///solve I * x = rhs, so the result = invI * rhs
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@@ -616,7 +616,7 @@ private:
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void operator=(const btMultiBody &); // not implemented
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void operator=(const btMultiBody &); // not implemented
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void solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, float result[6]) const;
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void solveImatrix(const btVector3& rhs_top, const btVector3& rhs_bot, btScalar result[6]) const;
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void solveImatrix(const btSpatialForceVector &rhs, btSpatialMotionVector &result) const;
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void solveImatrix(const btSpatialForceVector &rhs, btSpatialMotionVector &result) const;
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void updateLinksDofOffsets()
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void updateLinksDofOffsets()
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