git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@187 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -43,15 +43,14 @@ void CollisionEngine::update() {
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// Remove all old collision contact constraints
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collisionWorld->removeAllContactConstraints();
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Time timeFirst = 0; // First collision time
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Time timeLast = DBL_MAX; // Last collision separation time
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Time timeFirst(0); // First collision time
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Time timeLast(DBL_MAX); // Last collision separation time
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// Compute the collision detection
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if(collisionDetection.computeCollisionDetection(collisionWorld, timer.getTimeStep(), timeFirst, timeLast)) {
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if (collisionDetection.computeCollisionDetection(collisionWorld, timer.getTimeStep(), timeFirst, timeLast)) {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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@ -60,6 +59,9 @@ void CollisionEngine::update() {
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// Update the state of the rigid body
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updateBodyState(rigidBody, timeFirst);
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}
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// Stop the body (TO DELETE)
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rigidBody->setIsMotionEnabled(false); // TODO : DELETE THIS
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}
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}
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else {
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@ -70,6 +72,7 @@ void CollisionEngine::update() {
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body with an entire time step
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updateBodyState(rigidBody, timer.getTimeStep());
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std::cout << "NO NO NO" << std::endl; // TODO : DELETE THIS
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}
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}
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}
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