feat: modules moved and engine moved to submodule
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5136 changed files with 225275 additions and 64485 deletions
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@ -39,7 +39,7 @@ void Body::SetMotionType(EMotionType inMotionType)
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if (mMotionType == inMotionType)
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return;
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JPH_ASSERT(inMotionType == EMotionType::Static || mMotionProperties != nullptr, "Body needs to be created with mAllowDynamicOrKinematic set tot true");
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JPH_ASSERT(inMotionType == EMotionType::Static || mMotionProperties != nullptr, "Body needs to be created with mAllowDynamicOrKinematic set to true");
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JPH_ASSERT(inMotionType != EMotionType::Static || !IsActive(), "Deactivate body first");
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JPH_ASSERT(inMotionType == EMotionType::Dynamic || !IsSoftBody(), "Soft bodies can only be dynamic, you can make individual vertices kinematic by setting their inverse mass to 0");
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@ -96,7 +96,7 @@ void Body::MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, fl
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void Body::CalculateWorldSpaceBoundsInternal()
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{
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mBounds = mShape->GetWorldSpaceBounds(GetCenterOfMassTransform(), Vec3::sReplicate(1.0f));
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mBounds = mShape->GetWorldSpaceBounds(GetCenterOfMassTransform(), Vec3::sOne());
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}
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void Body::SetPositionAndRotationInternal(RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer)
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@ -190,7 +190,7 @@ void Body::GetSubmergedVolume(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNorma
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Plane surface_relative_to_body = Plane::sFromPointAndNormal(inSurfacePosition - mPosition, inSurfaceNormal);
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// Calculate amount of volume that is submerged and what the center of buoyancy is
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mShape->GetSubmergedVolume(rotation, Vec3::sReplicate(1.0f), surface_relative_to_body, outTotalVolume, outSubmergedVolume, outRelativeCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, mPosition));
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mShape->GetSubmergedVolume(rotation, Vec3::sOne(), surface_relative_to_body, outTotalVolume, outSubmergedVolume, outRelativeCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, mPosition));
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}
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bool Body::ApplyBuoyancyImpulse(float inTotalVolume, float inSubmergedVolume, Vec3Arg inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime)
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