Crash bug when "mesh" applied twice fixed
Constraints reworked - all of them could now work with one or two bodies Modification of constraint frames and initial positions of rigid bodies now allowed at start frame only Plugin version is set to 2.76
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@@ -20,8 +20,7 @@ not be misrepresented as being the original software.
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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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Modified by Roman Ponomarev <rponom@gmail.com>
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12/24/2009 : Nail constraint improvements
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01/22/2010 : Constraints reworked
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*/
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//bt_rigid_body.h
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@@ -60,6 +59,17 @@ public:
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btTransform xform(btQuaternion(tr[1], tr[2], tr[3], tr[0]),
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btVector3(tp[0], tp[1], tp[2]));
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m_body->setWorldTransform(xform);
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// static bodies may got false "impulse" when editing in Maya, so...
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m_body->setInterpolationWorldTransform(xform);
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}
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virtual void set_interpolation_transform(vec3f const &position, quatf const &rotation)
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{
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vec3f tp = position;
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quatf tr = rotation;
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btTransform xform(btQuaternion(tr[1], tr[2], tr[3], tr[0]),
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btVector3(tp[0], tp[1], tp[2]));
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m_body->setInterpolationWorldTransform(xform);
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}
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virtual void set_kinematic(bool kinematic)
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