Fixed non rotating objects

This commit is contained in:
Jasper 2015-02-13 16:09:18 +01:00
parent 818af2769b
commit 8a273777a1

View File

@ -204,7 +204,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btVector3 inertia(0,0,0); btVector3 inertia(0,0,0);
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable) if(mass != 0.0)
{ {
shape->calculateLocalInertia((btScalar)mass,inertia); shape->calculateLocalInertia((btScalar)mass,inertia);
} }
@ -219,6 +219,10 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision); world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable)
{
body->setAngularFactor(btVector3(0,0,0));
}
if(bodies.size() != indice) if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" ); throw std::invalid_argument( "Bodies out of Sync" );
@ -237,7 +241,7 @@ void Physics::addButton(float width, float height, float length, Entity entity,
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btVector3 inertia(0,0,0); btVector3 inertia(0,0,0);
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable) if(mass != 0.0) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
{ {
box->calculateLocalInertia((btScalar)mass,inertia); box->calculateLocalInertia((btScalar)mass,inertia);
} }
@ -251,6 +255,11 @@ void Physics::addButton(float width, float height, float length, Entity entity,
bodies.push_back(body); bodies.push_back(body);
if(!rotate)
{
body->setAngularFactor(btVector3(0,0,0));
}
if(bodies.size() != indice) if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" ); throw std::invalid_argument( "Bodies out of Sync" );
} }
@ -266,11 +275,12 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btVector3 inertia(0,0,0); btVector3 inertia(0,0,0);
if(mass != 0.0 && rotate) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable) if(mass != 0.0) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable)
{ {
box->calculateLocalInertia((btScalar)mass,inertia); box->calculateLocalInertia((btScalar)mass,inertia);
} }
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia); btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
btRigidBody* body = new btRigidBody(info); btRigidBody* body = new btRigidBody(info);
@ -281,6 +291,11 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
bodies.push_back(body); bodies.push_back(body);
if(!rotate)
{
body->setAngularFactor(btVector3(0,0,0));
}
if(bodies.size() != indice) if(bodies.size() != indice)
throw std::invalid_argument( "Bodies out of Sync" ); throw std::invalid_argument( "Bodies out of Sync" );
} }
@ -311,6 +326,11 @@ void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, f
bodies.push_back(body); bodies.push_back(body);
if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable)
{
body->setAngularFactor(btVector3(0,0,0));
}
body->setSleepingThresholds(0,0); body->setSleepingThresholds(0,0);
if(bodies.size() != indice) if(bodies.size() != indice)