fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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		| @@ -35,7 +35,7 @@ public: | ||||
| 			sd.shape = &hs; | ||||
| 			ground->CreateShape(sd); | ||||
| 		} | ||||
| 		 | ||||
|  | ||||
| 		b3Body* head; | ||||
| 		b3Body* hip; | ||||
| 		b3Body* lArm; | ||||
| @@ -106,10 +106,10 @@ public: | ||||
| 			b3ShapeDef sd; | ||||
| 			sd.shape = &cs; | ||||
| 			sd.density = 0.25f; | ||||
| 			 | ||||
|  | ||||
| 			lArm->CreateShape(sd); | ||||
| 		} | ||||
| 		 | ||||
|  | ||||
| 		// Link left arm to chest | ||||
| 		{ | ||||
| 			b3ConeJointDef cd; | ||||
| @@ -139,7 +139,7 @@ public: | ||||
|  | ||||
| 			rArm->CreateShape(sd); | ||||
| 		} | ||||
| 		 | ||||
|  | ||||
| 		// Link right arm to chest | ||||
| 		{ | ||||
| 			b3ConeJointDef cd; | ||||
| @@ -209,7 +209,7 @@ public: | ||||
| 			b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd); | ||||
| 		} | ||||
| 	} | ||||
| 	 | ||||
|  | ||||
| 	void KeyDown(int button) | ||||
| 	{ | ||||
| 	} | ||||
| @@ -220,4 +220,4 @@ public: | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| #endif | ||||
| #endif | ||||
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