Fix merge mess
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87b88fc953
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4
.gitignore
vendored
4
.gitignore
vendored
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@ -25,3 +25,7 @@ Thumbs.db
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# vim swap files
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#####################
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*.*sw*
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# CMake build directory
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#######################
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build/*
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@ -400,13 +400,8 @@ void RigidBody::updateBroadPhaseState() const {
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PROFILE("RigidBody::updateBroadPhaseState()");
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<<<<<<< HEAD
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DynamicsWorld& world = static_cast<DynamicsWorld&>(mWorld);
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const Vector3 displacement = world.mTimer.getTimeStep() * mLinearVelocity;
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=======
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DynamicsWorld& world = dynamic_cast<DynamicsWorld&>(mWorld);
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const Vector3 displacement = world.mTimeStep* mLinearVelocity;
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882
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// For all the proxy collision shapes of the body
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for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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@ -92,15 +92,9 @@ class Box : public openglframework::Object3D, public PhysicsObject {
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Box.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Box::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Box::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Box.h
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}
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@ -100,15 +100,9 @@ class Capsule : public openglframework::Mesh, public PhysicsObject {
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Capsule.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Capsule::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Capsule::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Capsule.h
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}
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#endif
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@ -99,15 +99,8 @@ class Cone : public openglframework::Mesh, public PhysicsObject {
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Cone.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Cone::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Cone::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Cone.h
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}
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#endif
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@ -96,15 +96,9 @@ class Sphere : public openglframework::Mesh, public PhysicsObject {
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virtual void updateTransform(float interpolationFactor);
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};
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<<<<<<< HEAD:examples/common/Sphere.h
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// Return a pointer to the rigid body of the box
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inline rp3d::RigidBody* Sphere::getRigidBody() {
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return static_cast<rp3d::RigidBody*>(mRigidBody);
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=======
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// Update the transform matrix of the object
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inline void Sphere::updateTransform(float interpolationFactor) {
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mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
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>>>>>>> 1bde11f245806de07a12b1cf6c33cdb83046b882:testbed/common/Sphere.h
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}
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#endif
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