Set mass added
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@ -184,6 +184,14 @@ void SimpleRigidBody::SetAngularFactor(Float factor)
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this->rigidBody->setAngularFactor(factor);
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}
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void SimpleRigidBody::SetMass(Float mass)
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{
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btVector3 fallInertia(0, 0, 0);
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collisionShape->calculateLocalInertia(mass, fallInertia);
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this->rigidBody->setMassProps(mass, fallInertia);
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this->state.mass = mass;
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}
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void SimpleRigidBody::SetGravity(Float3 gravity)
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{
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this->rigidBody->setGravity(btVector3(gravity.x, gravity.y, gravity.z));
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@ -29,20 +29,21 @@ namespace Oyster
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void SetRotation(Math::Quaternion quaternion);
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void SetRotation(Math::Float3 eulerAngles);
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void SetRotation(::Oyster::Math::Float4x4 rotation);
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void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis);
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void SetRotationAsAngularAxis(Math::Float4 angularAxis);
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void SetAngularFactor(Math::Float factor);
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void SetMass(Math::Float mass);
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void SetGravity(Math::Float3 gravity);
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void SetUpAndRight(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 right);
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void SetUpAndForward(::Oyster::Math::Float3 up, ::Oyster::Math::Float3 forward);
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void SetUp(::Oyster::Math::Float3 up);
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void SetUpAndRight(Math::Float3 up, Math::Float3 right);
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void SetUpAndForward(Math::Float3 up, Math::Float3 forward);
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void SetUp(Math::Float3 up);
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Math::Float4x4 GetRotation() const;
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Math::Float4 GetRotationAsAngularAxis();
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Math::Float4x4 GetOrientation() const;
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Math::Float4x4 GetView() const;
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Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const;
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Math::Float4x4 GetView( const Math::Float3 &offset ) const;
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Math::Float3 GetGravity() const;
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::Oyster::Math::Float3 GetLinearVelocity() const;
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@ -147,6 +147,7 @@ namespace Oyster
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virtual void SetRotation(::Oyster::Math::Float4x4 rotation) = 0;
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virtual void SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxis) = 0;
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virtual void SetAngularFactor(::Oyster::Math::Float factor) = 0;
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virtual void SetMass(::Oyster::Math::Float mass) = 0;
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virtual void SetGravity(::Oyster::Math::Float3 gravity) = 0;
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