forked from bartvdbraak/blender
BGE: Keep Sumo and ODE in sync with Bullet at API level, fix a compilation problem in MSVC.
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@ -82,6 +82,10 @@ public:
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virtual SG_Controller* GetReplica(class SG_Node* destnode);
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virtual float GetLinVelocityMin() { return ODEPhysicsController::GetLinVelocityMin(); }
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virtual void SetLinVelocityMin(float val) { ODEPhysicsController::SetLinVelocityMin(val); }
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virtual float GetLinVelocityMax() { return ODEPhysicsController::GetLinVelocityMax(); }
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virtual void SetLinVelocityMax(float val) { ODEPhysicsController::SetLinVelocityMax(val); }
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virtual void SetSumoTransform(bool nondynaonly);
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// todo: remove next line !
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@ -93,6 +93,10 @@ public:
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virtual MT_Vector3 getReactionForce();
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virtual void setRigidBody(bool rigid);
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virtual float GetLinVelocityMin() { return SumoPhysicsController::GetLinVelocityMin(); }
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virtual void SetLinVelocityMin(float val) { SumoPhysicsController::SetLinVelocityMin(val); }
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virtual float GetLinVelocityMax() { return SumoPhysicsController::GetLinVelocityMax(); }
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virtual void SetLinVelocityMax(float val) { SumoPhysicsController::SetLinVelocityMax(val); }
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virtual SG_Controller* GetReplica(class SG_Node* destnode);
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@ -124,6 +124,10 @@ public:
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float getFriction() { return m_friction;}
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float getRestitution() { return m_restitution;}
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float GetLinVelocityMin() const { return 0.f; }
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void SetLinVelocityMin(float val) { }
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float GetLinVelocityMax() const { return 0.f; }
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void SetLinVelocityMax(float val) { }
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private:
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@ -144,6 +144,11 @@ public:
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void GetWorldPosition(MT_Point3& pos);
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void GetWorldScaling(MT_Vector3& scale);
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float GetLinVelocityMin() const { return 0.f; }
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void SetLinVelocityMin(float val) { }
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float GetLinVelocityMax() const { return 0.f; }
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void SetLinVelocityMax(float val) { }
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// void SetSumoObject(class SM_Object* sumoObj) {
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// m_sumoObj = sumoObj;
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