BGE: Keep Sumo and ODE in sync with Bullet at API level, fix a compilation problem in MSVC.

This commit is contained in:
Benoit Bolsee 2009-04-14 17:22:14 +00:00
parent c62dfc498d
commit bc355482ab
4 changed files with 17 additions and 0 deletions

@ -82,6 +82,10 @@ public:
virtual SG_Controller* GetReplica(class SG_Node* destnode);
virtual float GetLinVelocityMin() { return ODEPhysicsController::GetLinVelocityMin(); }
virtual void SetLinVelocityMin(float val) { ODEPhysicsController::SetLinVelocityMin(val); }
virtual float GetLinVelocityMax() { return ODEPhysicsController::GetLinVelocityMax(); }
virtual void SetLinVelocityMax(float val) { ODEPhysicsController::SetLinVelocityMax(val); }
virtual void SetSumoTransform(bool nondynaonly);
// todo: remove next line !

@ -93,6 +93,10 @@ public:
virtual MT_Vector3 getReactionForce();
virtual void setRigidBody(bool rigid);
virtual float GetLinVelocityMin() { return SumoPhysicsController::GetLinVelocityMin(); }
virtual void SetLinVelocityMin(float val) { SumoPhysicsController::SetLinVelocityMin(val); }
virtual float GetLinVelocityMax() { return SumoPhysicsController::GetLinVelocityMax(); }
virtual void SetLinVelocityMax(float val) { SumoPhysicsController::SetLinVelocityMax(val); }
virtual SG_Controller* GetReplica(class SG_Node* destnode);

@ -124,6 +124,10 @@ public:
float getFriction() { return m_friction;}
float getRestitution() { return m_restitution;}
float GetLinVelocityMin() const { return 0.f; }
void SetLinVelocityMin(float val) { }
float GetLinVelocityMax() const { return 0.f; }
void SetLinVelocityMax(float val) { }
private:

@ -144,6 +144,11 @@ public:
void GetWorldPosition(MT_Point3& pos);
void GetWorldScaling(MT_Vector3& scale);
float GetLinVelocityMin() const { return 0.f; }
void SetLinVelocityMin(float val) { }
float GetLinVelocityMax() const { return 0.f; }
void SetLinVelocityMax(float val) { }
// void SetSumoObject(class SM_Object* sumoObj) {
// m_sumoObj = sumoObj;