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	Merge branch 'master' of git://github.com/zinnschlag/OpenEngine.git
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						commit
						122e526cba
					
				
					 5 changed files with 31 additions and 31 deletions
				
			
		|  | @ -3,7 +3,7 @@ | |||
| 
 | ||||
| #include <btBulletDynamicsCommon.h> | ||||
| #include <btBulletCollisionCommon.h> | ||||
| #include <components\nifbullet\bullet_nif_loader.hpp> | ||||
| #include <components/nifbullet/bullet_nif_loader.hpp> | ||||
| //#include <apps\openmw\mwworld\world.hpp>
 | ||||
| 
 | ||||
| namespace OEngine { | ||||
|  |  | |||
|  | @ -1,7 +1,7 @@ | |||
| #ifndef OENGINE_CMOTIONSTATE_H | ||||
| #define OENGINE_CMOTIONSTATE_H | ||||
| 
 | ||||
| #include <BulletDynamics\Dynamics\btRigidBody.h> | ||||
| #include <BulletDynamics/Dynamics/btRigidBody.h> | ||||
| #include <string> | ||||
| 
 | ||||
| namespace OEngine { | ||||
|  |  | |||
|  | @ -17,9 +17,9 @@ subject to the following restrictions: | |||
| #define KINEMATIC_CHARACTER_CONTROLLER_H | ||||
| 
 | ||||
| #include "LinearMath/btVector3.h" | ||||
| #include "LinearMath\btQuickprof.h" | ||||
| #include "LinearMath/btQuickprof.h" | ||||
| 
 | ||||
| #include "BulletDynamics\Character\btCharacterControllerInterface.h" | ||||
| #include "BulletDynamics/Character/btCharacterControllerInterface.h" | ||||
| 
 | ||||
| #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" | ||||
| 
 | ||||
|  |  | |||
|  | @ -1,7 +1,7 @@ | |||
| #include "physic.hpp" | ||||
| #include <btBulletDynamicsCommon.h> | ||||
| #include <btBulletCollisionCommon.h> | ||||
| #include <components\nifbullet\bullet_nif_loader.hpp> | ||||
| #include <components/nifbullet/bullet_nif_loader.hpp> | ||||
| //#include <apps\openmw\mwworld\world.hpp>
 | ||||
| #include "CMotionState.h" | ||||
| #include "OgreRoot.h" | ||||
|  | @ -57,7 +57,7 @@ namespace Physic | |||
| 		internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT ); | ||||
| 
 | ||||
| 		mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 0.4 ),1,0 ); | ||||
| 		mCharacter->setUpAxis(btKinematicCharacterController::UpAxis::Z_AXIS); | ||||
| 		mCharacter->setUpAxis(btKinematicCharacterController::Z_AXIS); | ||||
| 	} | ||||
| 
 | ||||
| 	PhysicActor::~PhysicActor() | ||||
|  | @ -69,18 +69,18 @@ namespace Physic | |||
| 		delete externalCollisionShape; | ||||
| 	} | ||||
| 
 | ||||
| 	void PhysicActor::setWalkDirection(btVector3& mvt) | ||||
| 	void PhysicActor::setWalkDirection(const btVector3& mvt) | ||||
| 	{ | ||||
| 		mCharacter->setWalkDirection( mvt ); | ||||
| 	} | ||||
| 
 | ||||
| 	void PhysicActor::Rotate(btQuaternion& quat) | ||||
| 	void PhysicActor::Rotate(const btQuaternion& quat) | ||||
| 	{ | ||||
| 		externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat ); | ||||
| 		internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat ); | ||||
| 	} | ||||
| 
 | ||||
| 	void PhysicActor::setRotation(btQuaternion& quat) | ||||
| 	void PhysicActor::setRotation(const btQuaternion& quat) | ||||
| 	{ | ||||
| 		externalGhostObject->getWorldTransform().setRotation( quat ); | ||||
| 		internalGhostObject->getWorldTransform().setRotation( quat ); | ||||
|  | @ -96,7 +96,7 @@ namespace Physic | |||
| 		return internalGhostObject->getWorldTransform().getRotation(); | ||||
| 	} | ||||
| 
 | ||||
| 	void PhysicActor::setPosition(btVector3& pos) | ||||
| 	void PhysicActor::setPosition(const btVector3& pos) | ||||
| 	{ | ||||
| 		internalGhostObject->getWorldTransform().setOrigin(pos); | ||||
| 		externalGhostObject->getWorldTransform().setOrigin(pos); | ||||
|  | @ -298,11 +298,11 @@ namespace Physic | |||
|         { | ||||
|             if(resultCallback.m_collisionFilterGroup == COL_WORLD) | ||||
|             { | ||||
|                 name = static_cast<RigidBody*>(resultCallback.m_collisionObject)->mName; | ||||
|                 name = dynamic_cast<RigidBody&>(*resultCallback.m_collisionObject).mName; | ||||
|             } | ||||
|             if(resultCallback.m_collisionFilterGroup == COL_ACTOR_EXTERNAL || resultCallback.m_collisionFilterGroup == COL_ACTOR_INTERNAL) | ||||
|             { | ||||
|                 name = static_cast<PairCachingGhostObject*>(resultCallback.m_collisionObject)->mName; | ||||
|                 name = dynamic_cast<PairCachingGhostObject&>(*resultCallback.m_collisionObject).mName; | ||||
|             } | ||||
|             d = resultCallback.m_closestHitFraction; | ||||
|         } | ||||
|  |  | |||
|  | @ -1,7 +1,7 @@ | |||
| #ifndef OENGINE_BULLET_PHYSIC_H | ||||
| #define OENGINE_BULLET_PHYSIC_H | ||||
| 
 | ||||
| #include <BulletDynamics\Dynamics\btRigidBody.h> | ||||
| #include <BulletDynamics/Dynamics/btRigidBody.h> | ||||
| #include "BulletCollision/CollisionDispatch/btGhostObject.h" | ||||
| #include <string> | ||||
| #include <list> | ||||
|  | @ -62,17 +62,17 @@ namespace Physic | |||
| 		*I think it's also needed to take time into account. A typical call should look like this: | ||||
| 		*setWalkDirection( mvt * orientation * dt) | ||||
| 		*/ | ||||
| 		void setWalkDirection(btVector3& mvt); | ||||
| 		void setWalkDirection(const btVector3& mvt); | ||||
| 
 | ||||
| 		void Rotate(btQuaternion& quat); | ||||
| 		void Rotate(const btQuaternion& quat); | ||||
| 
 | ||||
| 		void setRotation(btQuaternion& quat); | ||||
| 		void setRotation(const btQuaternion& quat); | ||||
| 
 | ||||
| 		btVector3 getPosition(void); | ||||
| 
 | ||||
| 		btQuaternion getRotation(void); | ||||
| 
 | ||||
| 		void setPosition(btVector3& pos); | ||||
| 		void setPosition(const btVector3& pos); | ||||
| 
 | ||||
| 		btKinematicCharacterController* mCharacter; | ||||
| 
 | ||||
|  |  | |||
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