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
This commit is contained in:
@@ -144,6 +144,16 @@ public:
|
||||
|
||||
void updateRHS(btScalar timeStep);
|
||||
|
||||
const btTransform & getFrameOffsetA() const
|
||||
{
|
||||
return m_rbAFrame;
|
||||
}
|
||||
|
||||
const btTransform & getFrameOffsetB() const
|
||||
{
|
||||
return m_rbBFrame;
|
||||
}
|
||||
|
||||
const btRigidBody& getRigidBodyA() const
|
||||
{
|
||||
return m_rbA;
|
||||
@@ -244,6 +254,7 @@ public:
|
||||
}
|
||||
bool isPastSwingLimit() { return m_solveSwingLimit; }
|
||||
|
||||
void setFrames(const btTransform & frameA, const btTransform & frameB);
|
||||
|
||||
void setDamping(btScalar damping) { m_damping = damping; }
|
||||
|
||||
|
||||
Reference in New Issue
Block a user