SimpleRigidBody::Predict(..) added
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@ -266,6 +266,11 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength )
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return UpdateState_altered;
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}
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void SimpleRigidBody::Predict( Float4 &outDeltaPos, Float4 &outDeltaAxis, const Float4 &actingLinearImpulse, const Float4 &actingAngularImpulse, Float deltaTime )
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{
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this->rigid.Predict_LeapFrog( outDeltaPos, outDeltaAxis, actingLinearImpulse, actingAngularImpulse, deltaTime );
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}
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void SimpleRigidBody::SetScene( void *scene )
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{
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this->scene = (Octree*)scene;
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@ -36,6 +36,7 @@ namespace Oyster { namespace Physics
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//::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
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void SetScene( void *scene );
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void SetSubscription( EventAction_Collision functionPointer );
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@ -338,6 +338,11 @@ namespace Oyster
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********************************************************/
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virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
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/********************************************************
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* @todo TODO: add doc
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********************************************************/
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virtual void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime ) = 0;
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/********************************************************
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* Sets which scene this ICustomBody is within.
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* Reserved to only be used by the scene.
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