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
parent
a1568697d0
commit
52947b6280
|
@ -1882,7 +1882,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
|
||||
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
|
||||
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
|
||||
frame2._origin = frame1v;
|
||||
frame2._origin = frame2v;
|
||||
|
||||
constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
|
||||
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
|
||||
|
@ -1932,7 +1932,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
|
||||
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
|
||||
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
|
||||
frame2._origin = frame1v;
|
||||
frame2._origin = frame2v;
|
||||
|
||||
constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
|
||||
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
|
||||
|
@ -1959,7 +1959,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
|
|||
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
|
||||
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
|
||||
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
|
||||
frame2._origin = frame1v;
|
||||
frame2._origin = frame2v;
|
||||
|
||||
constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
|
||||
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
|
||||
|
|
Loading…
Reference in New Issue