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:
@@ -433,6 +433,7 @@ public:
|
||||
*/
|
||||
btScalar getRelativePivotPosition(int axis_index) const;
|
||||
|
||||
void setFrames(const btTransform & frameA, const btTransform & frameB);
|
||||
|
||||
//! Test angular limit.
|
||||
/*!
|
||||
@@ -446,23 +447,45 @@ public:
|
||||
m_linearLimits.m_lowerLimit = linearLower;
|
||||
}
|
||||
|
||||
void getLinearLowerLimit(btVector3& linearLower)
|
||||
{
|
||||
linearLower = m_linearLimits.m_lowerLimit;
|
||||
}
|
||||
|
||||
void setLinearUpperLimit(const btVector3& linearUpper)
|
||||
{
|
||||
m_linearLimits.m_upperLimit = linearUpper;
|
||||
}
|
||||
|
||||
void getLinearUpperLimit(btVector3& linearUpper)
|
||||
{
|
||||
linearUpper = m_linearLimits.m_upperLimit;
|
||||
}
|
||||
|
||||
void setAngularLowerLimit(const btVector3& angularLower)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
m_angularLimits[i].m_loLimit = btNormalizeAngle(angularLower[i]);
|
||||
}
|
||||
|
||||
void getAngularLowerLimit(btVector3& angularLower)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
angularLower[i] = m_angularLimits[i].m_loLimit;
|
||||
}
|
||||
|
||||
void setAngularUpperLimit(const btVector3& angularUpper)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
m_angularLimits[i].m_hiLimit = btNormalizeAngle(angularUpper[i]);
|
||||
}
|
||||
|
||||
void getAngularUpperLimit(btVector3& angularUpper)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
angularUpper[i] = m_angularLimits[i].m_hiLimit;
|
||||
}
|
||||
|
||||
//! Retrieves the angular limit informacion
|
||||
btRotationalLimitMotor * getRotationalLimitMotor(int index)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user