Use inertia tensor in world coordinates instead of body coordinates into the solver
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@340 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -173,7 +173,7 @@ void ConstraintSolver::fillInMatrices() {
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Matrix mInv(6,6);
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Matrix mInv(6,6);
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mInv.initWithValue(0.0);
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mInv.initWithValue(0.0);
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mInv.fillInSubMatrix(0, 0, rigidBody->getCurrentBodyState().getMassInverse().getValue() * Matrix::identity(3));
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mInv.fillInSubMatrix(0, 0, rigidBody->getCurrentBodyState().getMassInverse().getValue() * Matrix::identity(3));
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mInv.fillInSubMatrix(3, 3, rigidBody->getCurrentBodyState().getInertiaTensorInverse());
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mInv.fillInSubMatrix(3, 3, rigidBody->getInertiaTensorInverseWorld());
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Minv_sp[bodyNumber].changeSize(6, 6);
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Minv_sp[bodyNumber].changeSize(6, 6);
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Minv_sp[bodyNumber] = mInv;
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Minv_sp[bodyNumber] = mInv;
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}
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}
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