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Ignore:
Timestamp:
Dec 13, 2008, 11:45:51 PM (16 years ago)
Author:
rgrieder
Message:

Updated to Bullet 2.73 (first part).

File:
1 edited

Legend:

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  • code/branches/physics/src/bullet/BulletDynamics/Dynamics/btRigidBody.h

    r2192 r2430  
    1818
    1919#include "LinearMath/btAlignedObjectArray.h"
    20 #include "LinearMath/btPoint3.h"
    2120#include "LinearMath/btTransform.h"
    2221#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
     
    3231
    3332
    34 ///btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
     33///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
    3534///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
    3635///There are 3 types of rigid bodies:
     
    7675
    7776
    78         ///btRigidBodyConstructionInfo provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
     77        ///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
    7978        ///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument)
    8079        ///You can use the motion state to synchronize the world transform between physics and graphics objects.
     
    304303        void updateInertiaTensor();   
    305304       
    306         const btPoint3&     getCenterOfMassPosition() const {
     305        const btVector3&     getCenterOfMassPosition() const {
    307306                return m_worldTransform.getOrigin();
    308307        }
     
    322321        inline void setLinearVelocity(const btVector3& lin_vel)
    323322        {
    324                 assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT);
    325323                m_linearVelocity = lin_vel;
    326324        }
    327325
    328         inline void setAngularVelocity(const btVector3& ang_vel) {
    329                 assert (m_collisionFlags != btCollisionObject::CF_STATIC_OBJECT);
    330                 {
    331                         m_angularVelocity = ang_vel;
    332                 }
     326        inline void setAngularVelocity(const btVector3& ang_vel)
     327        {
     328                m_angularVelocity = ang_vel;
    333329        }
    334330
     
    354350
    355351       
    356         SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btPoint3& pos, const btVector3& normal) const
     352        SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const
    357353        {
    358354                btVector3 r0 = pos - getCenterOfMassPosition();
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