Fixed set transformation
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@ -106,36 +106,36 @@ void SimpleRigidBody::SetLinearVelocity(Float3 velocity)
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void SimpleRigidBody::SetPosition(::Oyster::Math::Float3 position)
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{
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btTransform trans;
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this->motionState->getWorldTransform(trans);
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trans = this->rigidBody->getWorldTransform();
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trans.setOrigin(btVector3(position.x, position.y, position.z));
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this->motionState->setWorldTransform(trans);
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this->rigidBody->setWorldTransform(trans);
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this->state.centerPos = position;
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}
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void SimpleRigidBody::SetRotation(Float4 quaternion)
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{
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btTransform trans;
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this->motionState->getWorldTransform(trans);
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trans = this->rigidBody->getWorldTransform();
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trans.setRotation(btQuaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w));
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this->motionState->setWorldTransform(trans);
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this->rigidBody->setWorldTransform(trans);
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this->state.quaternion = Quaternion(quaternion.xyz, quaternion.w);
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}
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void SimpleRigidBody::SetRotation(::Oyster::Math::Quaternion quaternion)
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{
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btTransform trans;
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this->motionState->getWorldTransform(trans);
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trans = this->rigidBody->getWorldTransform();
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trans.setRotation(btQuaternion(quaternion.imaginary.x, quaternion.imaginary.y, quaternion.imaginary.z, quaternion.real));
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this->motionState->setWorldTransform(trans);
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this->rigidBody->setWorldTransform(trans);
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this->state.quaternion = quaternion;
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}
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void SimpleRigidBody::SetRotation(Float3 eulerAngles)
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{
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btTransform trans;
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this->motionState->getWorldTransform(trans);
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trans = this->rigidBody->getWorldTransform();
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trans.setRotation(btQuaternion(eulerAngles.x, eulerAngles.y, eulerAngles.z));
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this->motionState->setWorldTransform(trans);
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this->rigidBody->setWorldTransform(trans);
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this->state.quaternion = Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w());
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}
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