Merge branch 'Physics' of https://github.com/dean11/Danbias into GameLogic
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commit
e82e61374a
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@ -187,7 +187,7 @@ void API_Impl::Update()
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if( gravityImpulse != Float4::null )
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if( gravityImpulse != Float4::null )
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{
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{
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state.ApplyLinearImpulse( gravityImpulse.xyz );
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state.ApplyLinearImpulse( gravityImpulse.xyz );
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(*proto)->SetGravityNormal( gravityImpulse.GetNormalized().xyz );
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state.SetGravityNormal( gravityImpulse.GetNormalized().xyz );
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(*proto)->SetState( state );
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(*proto)->SetState( state );
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}
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}
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@ -105,6 +105,7 @@ void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
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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.SetMass_KeepMomentum( state.GetMass() );
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this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
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this->rigid.SetMomentOfInertia_KeepMomentum( state.GetMomentOfInertia() );
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this->rigid.gravityNormal = state.GetGravityNormal();
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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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