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Merge branch 'master' of git://github.com/zinnschlag/OpenEngine.git

This commit is contained in:
gugus 2011-03-09 18:17:13 +01:00
commit 122e526cba
5 changed files with 31 additions and 31 deletions

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@ -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 {

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@ -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 {

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@ -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"

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@ -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;
}

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@ -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;