Fix assert raised in empty scene
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@ -202,8 +202,6 @@ class ConstraintSolver {
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// Set the constrained velocities arrays
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inline void ConstraintSolver::setConstrainedVelocitiesArrays(Vector3* constrainedLinearVelocities,
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Vector3* constrainedAngularVelocities) {
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assert(constrainedLinearVelocities != NULL);
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assert(constrainedAngularVelocities != NULL);
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mConstraintSolverData.linearVelocities = constrainedLinearVelocities;
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mConstraintSolverData.angularVelocities = constrainedAngularVelocities;
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}
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@ -211,8 +209,6 @@ inline void ConstraintSolver::setConstrainedVelocitiesArrays(Vector3* constraine
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// Set the constrained positions/orientations arrays
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inline void ConstraintSolver::setConstrainedPositionsArrays(Vector3* constrainedPositions,
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Quaternion* constrainedOrientations) {
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assert(constrainedPositions != NULL);
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assert(constrainedOrientations != NULL);
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mConstraintSolverData.positions = constrainedPositions;
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mConstraintSolverData.orientations = constrainedOrientations;
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}
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@ -453,8 +453,6 @@ class ContactSolver {
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// Set the split velocities arrays
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inline void ContactSolver::setSplitVelocitiesArrays(Vector3* splitLinearVelocities,
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Vector3* splitAngularVelocities) {
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assert(splitLinearVelocities != NULL);
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assert(splitAngularVelocities != NULL);
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mSplitLinearVelocities = splitLinearVelocities;
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mSplitAngularVelocities = splitAngularVelocities;
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}
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@ -462,8 +460,6 @@ inline void ContactSolver::setSplitVelocitiesArrays(Vector3* splitLinearVelociti
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// Set the constrained velocities arrays
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inline void ContactSolver::setConstrainedVelocitiesArrays(Vector3* constrainedLinearVelocities,
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Vector3* constrainedAngularVelocities) {
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assert(constrainedLinearVelocities != NULL);
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assert(constrainedAngularVelocities != NULL);
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mLinearVelocities = constrainedLinearVelocities;
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mAngularVelocities = constrainedAngularVelocities;
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}
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