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source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
| Context not available. | |||||
| { | { | ||||
| return btRigidBody::upcast(m_object); | return btRigidBody::upcast(m_object); | ||||
| } | } | ||||
| const btRigidBody* CcdPhysicsController::GetRigidBody() const | |||||
| { | |||||
| return btRigidBody::upcast(m_object); | |||||
| } | |||||
| btCollisionObject* CcdPhysicsController::GetCollisionObject() | btCollisionObject* CcdPhysicsController::GetCollisionObject() | ||||
| { | { | ||||
| return m_object; | return m_object; | ||||
| Context not available. | |||||
| void CcdPhysicsController::SetActive(bool active) | void CcdPhysicsController::SetActive(bool active) | ||||
| { | { | ||||
| } | } | ||||
| float CcdPhysicsController::GetLinearDamping() const | |||||
| { | |||||
| const btRigidBody* body = GetRigidBody(); | |||||
| if (body) | |||||
| return body->getLinearDamping(); | |||||
| return 0; | |||||
| } | |||||
| float CcdPhysicsController::GetAngularDamping() const | |||||
| { | |||||
| const btRigidBody* body = GetRigidBody(); | |||||
| if (body) | |||||
| return body->getAngularDamping(); | |||||
| return 0; | |||||
| } | |||||
| void CcdPhysicsController::SetLinearDamping(float damping) | |||||
| { | |||||
| SetDamping(damping, GetAngularDamping()); | |||||
| } | |||||
| void CcdPhysicsController::SetAngularDamping(float damping) | |||||
| { | |||||
| SetDamping(GetLinearDamping(), damping); | |||||
| } | |||||
| void CcdPhysicsController::SetDamping(float linear, float angular) | |||||
| { | |||||
| btRigidBody* body = GetRigidBody(); | |||||
| if (!body) return; | |||||
| body->setDamping(linear, angular); | |||||
| } | |||||
| // reading out information from physics | // reading out information from physics | ||||
| MT_Vector3 CcdPhysicsController::GetLinearVelocity() | MT_Vector3 CcdPhysicsController::GetLinearVelocity() | ||||
| { | { | ||||
| Context not available. | |||||