git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@96 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -56,9 +56,9 @@ void DynamicEngine::update() {
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// For each body in the dynamic world
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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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for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody) {
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body
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// Update the state of the rigid body
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updateBodyState(rigidBody);
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updateBodyState(rigidBody);
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}
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}
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@ -70,9 +70,9 @@ void DynamicEngine::update() {
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// For each body in the dynamic world
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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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for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody) {
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the interpolation factor of the rigid body
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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41
sources/reactphysics3d/engine/DynamicWorld.cpp
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41
sources/reactphysics3d/engine/DynamicWorld.cpp
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@ -0,0 +1,41 @@
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "DynamicWorld.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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DynamicWorld::DynamicWorld(const Vector3D& gravity)
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:PhysicsWorld(gravity) {
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}
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// Copy-constructor
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DynamicWorld::DynamicWorld(const DynamicWorld& world)
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:PhysicsWorld(world) {
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}
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// Destructor
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DynamicWorld::~DynamicWorld() {
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}
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@ -35,6 +35,10 @@ namespace reactphysics3d {
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*/
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*/
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class DynamicWorld : public PhysicsWorld {
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class DynamicWorld : public PhysicsWorld {
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public :
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DynamicWorld(const Vector3D& gravity); // Constructor
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DynamicWorld(const DynamicWorld& world); // Copy-constructor
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virtual ~DynamicWorld(); // Destructor
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};
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};
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}
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}
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