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
Robert Adams 2019-02-05 08:35:27 -08:00
parent a1568697d0
commit 52947b6280
1 changed files with 3 additions and 3 deletions

View File

@ -1882,7 +1882,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
frame2._origin = frame1v; frame2._origin = frame2v;
constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
@ -1932,7 +1932,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
frame2._origin = frame1v; frame2._origin = frame2v;
constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA); constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
@ -1959,7 +1959,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
frame2._origin = frame1v; frame2._origin = frame2v;
constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2); constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);