Use the opposite constraint axis inside the constraint solver for the second object (-normal).
This makes it easier to port existing constraints and makes it 100% compatible with ODE quickstep constraint layout (getInfo2)
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@@ -27,9 +27,9 @@ int main(int argc,char** argv)
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GLDebugDrawer gDebugDrawer;
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// BenchmarkDemo1 benchmarkDemo;
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// BenchmarkDemo2 benchmarkDemo;
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BenchmarkDemo2 benchmarkDemo;
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// BenchmarkDemo3 benchmarkDemo;
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BenchmarkDemo4 benchmarkDemo;
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// BenchmarkDemo4 benchmarkDemo;
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// BenchmarkDemo5 benchmarkDemo;
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// BenchmarkDemo6 benchmarkDemo;
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// BenchmarkDemo7 benchmarkDemo;
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@@ -773,7 +773,7 @@ void DemoApplication::mouseMotionFunc(int x,int y)
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btRigidBody* DemoApplication::localCreateRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape)
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{
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btAssert(shape->getShapeType() != INVALID_SHAPE_PROXYTYPE);
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btAssert((!shape || shape->getShapeType() != INVALID_SHAPE_PROXYTYPE));
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//rigidbody is dynamic if and only if mass is non zero, otherwise static
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bool isDynamic = (mass != 0.f);
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