Preparation for real-time soft bodies for the game engine, step 1 out of 3. This should be harmless/non-intrusive.
Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
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@@ -190,12 +190,15 @@ struct CcdConstructionInfo
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class btRigidBody;
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class btCollisionObject;
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class btSoftBody;
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///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
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class CcdPhysicsController : public PHY_IPhysicsController
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{
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btRigidBody* m_body;
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btCollisionObject* m_object;
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class PHY_IMotionState* m_MotionState;
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btMotionState* m_bulletMotionState;
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class btCollisionShape* m_collisionShape;
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@@ -231,11 +234,14 @@ class CcdPhysicsController : public PHY_IPhysicsController
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virtual ~CcdPhysicsController();
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btRigidBody* GetRigidBody() { return m_body;}
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btRigidBody* GetRigidBody();
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btCollisionObject* GetCollisionObject();
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btSoftBody* GetSoftBody();
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CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
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btCollisionShape* GetCollisionShape() {
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return m_body->getCollisionShape();
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return m_object->getCollisionShape();
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}
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////////////////////////////////////
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// PHY_IPhysicsController interface
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@@ -310,6 +316,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
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void UpdateDeactivation(float timeStep);
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void SetCenterOfMassTransform(btTransform& xform);
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static btTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
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void setAabb(const btVector3& aabbMin,const btVector3& aabbMax);
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