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test: use lol::mat4 instead of Bullet matrices.

legacy
Sam Hocevar sam 12 yıl önce
ebeveyn
işleme
316df48a60
1 değiştirilmiş dosya ile 11 ekleme ve 19 silme
  1. +11
    -19
      test/BtPhysTest.cpp

+ 11
- 19
test/BtPhysTest.cpp Dosyayı Görüntüle

@@ -228,25 +228,22 @@ void BtPhysTest::TickDraw(float seconds)

for(int i=0;i<gNumObjects;i++)
{
btScalar m[16];
btMatrix3x3 rot;rot.setIdentity();
btCollisionObject* colObj=m_bt_world->getCollisionObjectArray()[i];
btRigidBody* body=btRigidBody::upcast(colObj);
if(body&&body->getMotionState())
mat4 m(1.0f);
btMatrix3x3 rot; rot.setIdentity();
btCollisionObject* colObj = m_bt_world->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if(body && body->getMotionState())
{
btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m);
rot=myMotionState->m_graphicsWorldTrans.getBasis();
myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(&m[0][0]);
rot = myMotionState->m_graphicsWorldTrans.getBasis();
}
else
{
colObj->getWorldTransform().getOpenGLMatrix(m);
rot=colObj->getWorldTransform().getBasis();
colObj->getWorldTransform().getOpenGLMatrix(&m[0][0]);
rot = colObj->getWorldTransform().getBasis();
}
mat4 NewMx = mat4(1.0f);
for (int i = 0; i < 16; ++i)
NewMx[i / 4][i % 4] = (float)m[i];
m_rigid_mesh.Render(NewMx);
m_rigid_mesh.Render(m);
}
}

@@ -258,8 +255,7 @@ BtPhysTest::~BtPhysTest()
{
//cleanup in the reverse order of creation/initialization
//remove the rigidbodies from the dynamics world and delete them
int i;
for (i = m_bt_world->getNumCollisionObjects() - 1; i >= 0 ;i--)
for (int i = m_bt_world->getNumCollisionObjects() - 1; i >= 0 ;i--)
{
btCollisionObject* obj = m_bt_world->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
@@ -279,13 +275,9 @@ BtPhysTest::~BtPhysTest()
m_bt_collision_shapes.Empty();

delete m_bt_world;
delete m_bt_solver;
delete m_bt_broadphase;
delete m_bt_dispatcher;

delete m_bt_collision_config;
}
}


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