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Ignore:
Timestamp:
Dec 2, 2008, 4:59:36 PM (15 years ago)
Author:
rgrieder
Message:
  • More dealings with not yet implemented scaling of physical objects.
  • Clearer handling of masses specified by setMass() (also taking into account mass of child WE)
  • Now calculating the inertia tensor as well according to mass and collisionShape
  • Bugfix when calling Bullet solver
File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/physics/src/orxonox/objects/worldentities/MovableEntity.cc

    r2304 r2306  
    3232#include "BulletDynamics/Dynamics/btRigidBody.h"
    3333
     34#include "util/Debug.h"
    3435#include "util/Exception.h"
    3536#include "core/CoreIncludes.h"
     
    220221        this->node_->setOrientation(Quaternion(worldTrans.getRotation().w(), worldTrans.getRotation().x(), worldTrans.getRotation().y(), worldTrans.getRotation().z()));
    221222        const btVector3& velocity = this->physicalBody_->getLinearVelocity();
    222         this->velocity_ = Vector3(velocity.x(), velocity.y(), velocity.z());
     223        this->velocity_.x = velocity.x();
     224        this->velocity_.y = velocity.y();
     225        this->velocity_.z = velocity.z();
    223226        velocityChanged();
    224227        positionChanged();
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