Forgot to test compile RigidBody

Compile Errors is fixed
This commit is contained in:
Dander7BD 2013-11-21 11:47:20 +01:00
parent 4362b88a74
commit c6064887b7
2 changed files with 5 additions and 5 deletions

View File

@ -63,7 +63,7 @@ namespace Oyster { namespace Physics3D
******************************************************************/ ******************************************************************/
inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &worldOffset ) inline ::Oyster::Math::Float3 AngularMomentum( const ::Oyster::Math::Float3 linearMomentum, const ::Oyster::Math::Float3 &worldOffset )
{ {
return offset.Cross( linearMomentum ); return worldOffset.Cross( linearMomentum );
} }
/****************************************************************** /******************************************************************
@ -144,7 +144,7 @@ namespace Oyster { namespace Physics3D
******************************************************************/ ******************************************************************/
inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset ) inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float3 &angularVelocity, const ::Oyster::Math::Float3 &worldOffset )
{ {
return angularVelocity.Cross( offset ); return angularVelocity.Cross( worldOffset );
} }
/****************************************************************** /******************************************************************
@ -153,7 +153,7 @@ namespace Oyster { namespace Physics3D
******************************************************************/ ******************************************************************/
inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset ) inline ::Oyster::Math::Float3 TangentialLinearVelocity( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &angularMomentum, const ::Oyster::Math::Float3 &worldOffset )
{ {
return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), offset ); return TangentialLinearVelocity( AngularVelocity(momentOfInertiaInversed, angularMomentum), worldOffset );
} }
/****************************************************************** /******************************************************************
@ -180,7 +180,7 @@ namespace Oyster { namespace Physics3D
******************************************************************/ ******************************************************************/
inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &worldOffset ) inline ::Oyster::Math::Float3 ImpulseTorque( const ::Oyster::Math::Float3 & impulseForce, const ::Oyster::Math::Float3 &worldOffset )
{ {
return offset.Cross( impulseForce ); return worldOffset.Cross( impulseForce );
} }
/****************************************************************** /******************************************************************

View File

@ -273,7 +273,7 @@ void RigidBody::SetSize( const Float3 &widthHeight )
void RigidBody::SetCenter( const Float3 &worldPos ) void RigidBody::SetCenter( const Float3 &worldPos )
{ // by Dan Andersson { // by Dan Andersson
this->box.center = p; this->box.center = worldPos;
} }
void RigidBody::SetImpulseTorque( const Float3 &worldT ) void RigidBody::SetImpulseTorque( const Float3 &worldT )