Remove some more cut-and-paste typos in 6dof constraint setup in XNA
version of BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and AliciaRaven and reported in Mantis 7612.0.9.1.0-post-fixes
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a1568697d0
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52947b6280
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@ -1882,7 +1882,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
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IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
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IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
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IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
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IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
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IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
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IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
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frame2._origin = frame1v;
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frame2._origin = frame2v;
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constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
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constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
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world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
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world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
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@ -1932,7 +1932,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
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IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
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IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
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IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
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IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
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IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
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IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
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frame2._origin = frame1v;
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frame2._origin = frame2v;
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constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
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constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
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world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
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world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
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@ -1959,7 +1959,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
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IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
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IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
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IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
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IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
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IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
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IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
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frame2._origin = frame1v;
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frame2._origin = frame2v;
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constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
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constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
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world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
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world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
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