Rigid body physics for non spherical bounding objects.

If your simulation becomes unstable, crank up the 'Form' control.

Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
This commit is contained in:
2004-04-14 05:57:24 +00:00
parent e0ea7a230a
commit a96869198b
8 changed files with 142 additions and 148 deletions

View File

@@ -52,7 +52,6 @@ class SumoPhysicsController : public PHY_IPhysicsController , public SM_Callback
public:
SumoPhysicsController(
class SM_Scene* sumoScene,
DT_SceneHandle solidscene,
class SM_Object* sumoObj,
class PHY_IMotionState* motionstate,
bool dyna);
@@ -139,29 +138,28 @@ public:
private:
class SM_Object* m_sumoObj;
class SM_Scene* m_sumoScene; // needed for replication
DT_SceneHandle m_solidscene;
class SM_Object* m_sumoObj;
class SM_Scene* m_sumoScene; // needed for replication
bool m_bFirstTime;
bool m_bDyna;
float m_friction;
float m_restitution;
float m_friction;
float m_restitution;
bool m_suspendDynamics;
bool m_suspendDynamics;
bool m_firstTime;
bool m_bFullRigidBody;
bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
bool m_firstTime;
bool m_bFullRigidBody;
bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
// data to calculate fake velocities for kinematic objects (non-dynas)
bool m_bKinematic;
bool m_bPrevKinematic;
bool m_bKinematic;
bool m_bPrevKinematic;
float m_lastTime;
float m_lastTime;
class PHY_IMotionState* m_MotionState;
class PHY_IMotionState* m_MotionState;
};