BulletPhysics3D: Fix movement
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6447686ad9
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@ -49,6 +49,8 @@ namespace Nz
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template<typename T> const T* GetConstraint() const;
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template<typename T> const T* GetConstraint() const;
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private:
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private:
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void Destroy();
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std::unique_ptr<btTypedConstraint> m_constraint;
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std::unique_ptr<btTypedConstraint> m_constraint;
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bool m_bodyCollisionEnabled;
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bool m_bodyCollisionEnabled;
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};
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};
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@ -14,6 +14,8 @@ namespace Nz
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m_constraint(std::move(constraint)),
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m_constraint(std::move(constraint)),
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m_bodyCollisionEnabled(!disableCollisions)
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m_bodyCollisionEnabled(!disableCollisions)
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{
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{
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m_constraint->setUserConstraintPtr(this);
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btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
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btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
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world->addConstraint(m_constraint.get(), disableCollisions);
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world->addConstraint(m_constraint.get(), disableCollisions);
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}
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}
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@ -28,11 +30,7 @@ namespace Nz
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BulletConstraint3D::~BulletConstraint3D()
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BulletConstraint3D::~BulletConstraint3D()
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{
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{
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if (m_constraint)
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Destroy();
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{
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btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
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world->removeConstraint(m_constraint.get());
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}
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}
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}
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BulletRigidBody3D& BulletConstraint3D::GetBodyA()
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BulletRigidBody3D& BulletConstraint3D::GetBodyA()
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@ -74,7 +72,7 @@ namespace Nz
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BulletConstraint3D& BulletConstraint3D::operator=(BulletConstraint3D&& constraint) noexcept
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BulletConstraint3D& BulletConstraint3D::operator=(BulletConstraint3D&& constraint) noexcept
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{
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{
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m_constraint.reset();
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Destroy();
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m_constraint = std::move(constraint.m_constraint);
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m_constraint = std::move(constraint.m_constraint);
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m_bodyCollisionEnabled = constraint.m_bodyCollisionEnabled;
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m_bodyCollisionEnabled = constraint.m_bodyCollisionEnabled;
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@ -85,6 +83,17 @@ namespace Nz
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return *this;
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return *this;
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}
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}
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void BulletConstraint3D::Destroy()
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{
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if (m_constraint)
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{
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btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
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world->removeConstraint(m_constraint.get());
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m_constraint.reset();
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}
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}
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BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, const Vector3f& pivot) :
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BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, const Vector3f& pivot) :
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BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), ToBullet(first.ToLocal(pivot))))
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BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), ToBullet(first.ToLocal(pivot))))
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