fix non-bullet build

This commit is contained in:
Andrew Meadows 2015-01-16 10:34:52 -08:00
parent 2427fa68cd
commit 7c9419aa4e
5 changed files with 17 additions and 6 deletions

View file

@ -234,7 +234,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
uint32_t EntityMotionState::getIncomingDirtyFlags() const {
uint32_t dirtyFlags = _entity->getDirtyFlags();
#ifdef USE_BULLET_PHYSICS
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
int bodyFlags = _body->getCollisionFlags();
bool isMoving = _entity->isMoving();
@ -242,5 +242,6 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() const {
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
}
#endif // USE_BULLET_PHYSICS
return dirtyFlags;
}

View file

@ -18,9 +18,11 @@
#ifndef USE_BULLET_PHYSICS
// ObjectMotionState stubbery
#include "KinematicController.h"
class ObjectMotionState {
public:
// so that this stub implementation is not completely empty we give the class a data member
KinematicController* _kinematicController;
bool _stubData;
};
#endif // USE_BULLET_PHYSICS

View file

@ -10,10 +10,7 @@
//
#include "PhysicsEngine.h"
#ifdef USE_BULLET_PHYSICS
#include "ShapeInfoUtil.h"
#include "ThreadSafeDynamicsWorld.h"
static uint32_t _frameCount;
@ -22,6 +19,11 @@ uint32_t PhysicsEngine::getFrameCount() {
return _frameCount;
}
#ifdef USE_BULLET_PHYSICS
#include "ShapeInfoUtil.h"
#include "ThreadSafeDynamicsWorld.h"
PhysicsEngine::PhysicsEngine(const glm::vec3& offset)
: _collisionConfig(NULL),
_collisionDispatcher(NULL),

View file

@ -12,9 +12,12 @@
#ifndef hifi_PhysicsEngine_h
#define hifi_PhysicsEngine_h
#include <stdint.h>
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
#ifdef USE_BULLET_PHYSICS
#include <stdint.h>
#include <QSet>
#include <btBulletDynamicsCommon.h>
@ -27,7 +30,6 @@
#include "ThreadSafeDynamicsWorld.h"
const float HALF_SIMULATION_EXTENT = 512.0f; // meters
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
class ObjectMotionState;
@ -97,6 +99,8 @@ private:
#else // USE_BULLET_PHYSICS
// PhysicsEngine stubbery until Bullet is required
class PhysicsEngine {
public:
static uint32_t getFrameCount();
};
#endif // USE_BULLET_PHYSICS
#endif // hifi_PhysicsEngine_h

View file

@ -17,6 +17,8 @@
#include <assert.h>
#include <glm/glm.hpp>
#include <EntityItem.h>
#include "KinematicController.h"
class SimpleEntityKinematicController : public KinematicController {