Use cylinder inertia tensor, instead of box, by default.
See Issue 427 Expose some internal data for constraints, Thanks to Francois Sugny, see Issue 420
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@@ -229,7 +229,7 @@ GL_SliderControl* GL_DialogDynamicsWorld::createSlider(GL_DialogWindow* dialog,
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int sliderX = dialog->getDialogHorPos() - m_screenWidth/2 + dialog->getDialogWidth()/2;
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// int sliderY = dialog->getDialogVertPos() + m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
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int sliderY = dialog->getDialogVertPos() - m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
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trans.setOrigin(btVector3(sliderX, sliderY,-0.2f));
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trans.setOrigin(btVector3((btScalar)sliderX, (btScalar)sliderY,(btScalar)-0.2f));
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body->setWorldTransform(trans);
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//body->setDamping(0.999,0.99);
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@@ -251,7 +251,7 @@ GL_SliderControl* GL_DialogDynamicsWorld::createSlider(GL_DialogWindow* dialog,
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frameInA.setIdentity();
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int offsX = -dialog->getDialogWidth()/2 + 16;
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int offsY = -dialog->getDialogHeight()/2 + dialog->getNumControls()*20 + 36;
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btVector3 offset(btVector3(offsX, offsY, 0.2f));
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btVector3 offset(btVector3((btScalar)offsX, (btScalar)offsY, (btScalar)0.2f));
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frameInA.setOrigin(offset);
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@@ -309,7 +309,7 @@ GL_ToggleControl* GL_DialogDynamicsWorld::createToggle(GL_DialogWindow* dialog,
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int toggleX = dialog->getDialogHorPos() - m_screenWidth/2 + dialog->getDialogWidth()/2;
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// int toggleY = dialog->getDialogVertPos() + m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
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int toggleY = dialog->getDialogVertPos() - m_screenHeight/2 + dialog->getDialogHeight()/2 + dialog->getNumControls()*20;
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trans.setOrigin(btVector3(toggleX, toggleY, -0.2f));
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trans.setOrigin(btVector3((btScalar)toggleX, (btScalar)toggleY,(btScalar) -0.2f));
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body->setWorldTransform(trans);
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body->setDamping(0.999f,0.99f);
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