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

@@ -7,7 +7,7 @@
class btCollisionShape;
class btRigidBody;
class btDynamicsWorld;
class btCollisionWorld;
class btCollisionDispatcher;
@@ -47,11 +47,11 @@ protected:
bool m_touchingContact;
btVector3 m_touchingNormal;
bool recoverFromPenetration (const btDynamicsWorld* dynamicsWorld);
void stepUp (const btDynamicsWorld* dynamicsWorld);
bool recoverFromPenetration (const btCollisionWorld* collisionWorld);
void stepUp (const btCollisionWorld* collisionWorld);
void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForwardAndStrafe (const btDynamicsWorld* dynamicsWorld, const btVector3& walkMove);
void stepDown (const btDynamicsWorld* dynamicsWorld, btScalar dt);
void stepForwardAndStrafe (const btCollisionWorld* collisionWorld, const btVector3& walkMove);
void stepDown (const btCollisionWorld* collisionWorld, btScalar dt);
public:
KinematicCharacterController ();
~KinematicCharacterController ();
@@ -64,8 +64,8 @@ public:
void warp (const btVector3& origin);
virtual void registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher);
void preStep (const btDynamicsWorld* dynamicsWorld);
void playerStep (const btDynamicsWorld* dynamicsWorld, btScalar dt,
void preStep (const btCollisionWorld* collisionWorld);
void playerStep (const btCollisionWorld* collisionWorld, btScalar dt,
int forward,
int backward,
int left,