use a btCollisionWorld instead of btDynamicsWorld, thanks reltham for the feedback

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2317&p=9197#p9197
This commit is contained in:
erwin.coumans
2008-07-09 18:41:41 +00:00
parent 2c224b41c5
commit b9bc96e22b
5 changed files with 34 additions and 36 deletions

View File

@@ -1,6 +1,6 @@
#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include "LinearMath/btDefaultMotionState.h"
#include "DynamicCharacterController.h"
@@ -67,7 +67,7 @@ btCollisionObject* DynamicCharacterController::getCollisionObject ()
return m_rigidBody;
}
void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
void DynamicCharacterController::preStep (const btCollisionWorld* collisionWorld)
{
btTransform xform;
m_rigidBody->getMotionState()->getWorldTransform (xform);
@@ -108,7 +108,7 @@ void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
for (i = 0; i < 2; i++)
{
rayCallback.m_closestHitFraction = 1.0;
dynamicsWorld->rayTest (m_raySource[i], m_rayTarget[i], rayCallback);
collisionWorld->rayTest (m_raySource[i], m_rayTarget[i], rayCallback);
if (rayCallback.HasHit())
{
m_rayLambda[i] = rayCallback.m_closestHitFraction;
@@ -118,7 +118,7 @@ void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
}
}
void DynamicCharacterController::playerStep (const btDynamicsWorld* dynaWorld,btScalar dt,
void DynamicCharacterController::playerStep (const btCollisionWorld* dynaWorld,btScalar dt,
int forward,
int backward,
int left,