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

View file

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

View file

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

View file

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

View file

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