Added missing mass and inertia
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8f630125b4
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@ -113,6 +113,8 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
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this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
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this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
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this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
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this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
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this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
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this->rigid.SetMass_KeepMomentum( state.GetMass() );
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this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
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if( state.IsForwarded() )
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if( state.IsForwarded() )
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{
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{
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@ -83,6 +83,8 @@ void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
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this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
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this->rigid.restitutionCoeff = state.GetRestitutionCoeff();
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this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
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this->rigid.frictionCoeff_Static = state.GetFrictionCoeff_Static();
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this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
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this->rigid.frictionCoeff_Kinetic = state.GetFrictionCoeff_Kinetic();
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this->rigid.SetMass_KeepMomentum( state.GetMass() );
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this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
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if( state.IsForwarded() )
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if( state.IsForwarded() )
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{
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{
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