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namechange updateObjectEasy()-->updateBodyEasy()
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parent
72deb2e49b
commit
31e5758422
5 changed files with 10 additions and 9 deletions
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@ -138,7 +138,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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#endif
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}
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void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
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void EntityMotionState::updateBodyEasy(uint32_t flags, uint32_t step) {
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if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY | EntityItem::DIRTY_PHYSICS_NO_WAKE)) {
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if (flags & EntityItem::DIRTY_POSITION) {
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_sentPosition = getObjectPosition() - ObjectMotionState::getWorldOffset();
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@ -49,7 +49,7 @@ public:
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virtual void setWorldTransform(const btTransform& worldTrans);
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// these relay incoming values to the RigidBody
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virtual void updateObjectEasy(uint32_t flags, uint32_t step);
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virtual void updateBodyEasy(uint32_t flags, uint32_t step);
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virtual void updateBodyMaterialProperties();
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virtual void updateBodyVelocities();
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@ -69,7 +69,8 @@ public:
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void resetMeasuredBodyAcceleration();
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// An EASY update does not require the object to be removed and then reinserted into the PhysicsEngine
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virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
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virtual void updateBodyEasy(uint32_t flags, uint32_t frame) = 0;
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virtual void updateBodyMaterialProperties() = 0;
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virtual void updateBodyVelocities() = 0;
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@ -173,9 +173,9 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
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if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
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// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
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// but it also handles all EASY changes
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bool success = updateObjectHard(body, motionState, flags);
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bool success = updateBodyHard(body, motionState, flags);
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if (!success) {
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// NOTE: since updateObjectHard() failed we know that motionState has been removed
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// NOTE: since updateBodyHard() failed we know that motionState has been removed
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// from simulation and body has been deleted. Depending on what else has changed
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// we might need to remove motionState altogether...
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if (flags & EntityItem::DIRTY_VELOCITY) {
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@ -195,7 +195,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
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} else if (flags) {
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// an EASY update does NOT require that the body be pulled out of physics engine
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// hence the MotionState has all the knowledge and authority to perform the update.
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motionState->updateObjectEasy(flags, _numSubsteps);
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motionState->updateBodyEasy(flags, _numSubsteps);
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}
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if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
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motionState->resetMeasuredBodyAcceleration();
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@ -608,7 +608,7 @@ void PhysicsEngine::removeObjectFromBullet(ObjectMotionState* motionState) {
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}
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// private
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bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
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bool PhysicsEngine::updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
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MotionType newType = motionState->computeObjectMotionType();
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// pull body out of physics engine
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@ -653,7 +653,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
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}
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bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
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if (easyUpdate) {
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motionState->updateObjectEasy(flags, _numSubsteps);
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motionState->updateBodyEasy(flags, _numSubsteps);
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}
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// update the motion parameters
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@ -100,7 +100,7 @@ private:
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void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
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// return 'true' of update was successful
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bool updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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bool updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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btClock _clock;
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