forked from bartvdbraak/blender
updated to latest Bullet Physics
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@ -535,7 +535,7 @@ void CcdPhysicsEnvironment::setLinearAirDamping(float damping)
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void CcdPhysicsEnvironment::setUseEpa(bool epa)
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void CcdPhysicsEnvironment::setUseEpa(bool epa)
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{
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{
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gUseEpa = epa;
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//gUseEpa = epa;
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}
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}
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void CcdPhysicsEnvironment::setSolverType(int solverType)
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void CcdPhysicsEnvironment::setSolverType(int solverType)
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@ -1000,8 +1000,8 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
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return 0;
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return 0;
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ASSERT(rb0);
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btAssert(0);
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btVector3 pivotInA(pivotX,pivotY,pivotZ);
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btVector3 pivotInA(pivotX,pivotY,pivotZ);
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btVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) : pivotInA;
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btVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) : pivotInA;
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btVector3 axisInA(axisX,axisY,axisZ);
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btVector3 axisInA(axisX,axisY,axisZ);
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