Clean bloat comments
Please make sure these were bloat and not important.
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@@ -1,14 +1,6 @@
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#include "XplicitNgine/XplicitNgine.h"
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#include "Globals.h"
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//#define SIDE (0.5f)
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//#define MASS (1.0)
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// constraints
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//#define MAX_BODIES 65535
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//#define OBJ_DENSITY (5.0)
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//#define MAX_CONTACT_PER_BODY 4
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XplicitNgine::XplicitNgine()
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{
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@@ -23,7 +15,6 @@ XplicitNgine::XplicitNgine()
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dWorldSetAutoDisableSteps(physWorld, 20);
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this->name = "PhysicsService";
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//dGeomID ground_geom = dCreatePlane(physSpace, 0, 1, 0, 0);
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}
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XplicitNgine::~XplicitNgine()
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@@ -58,7 +49,6 @@ void collisionCallback(void *data, dGeomID o1, dGeomID o2)
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contact[i].surface.mode = dContactBounce | dContactSlip1 | dContactSlip2 | dContactSoftERP | dContactSoftCFM | dContactApprox1;
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// Define contact surface properties
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contact[i].surface.bounce = 0.5; //Elasticity
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contact[i].surface.mu = 0.4F; //Friction
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contact[i].surface.slip1 = 0.0;
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@@ -121,9 +111,6 @@ void XplicitNgine::deleteBody(PartInstance* partInstance)
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void XplicitNgine::createBody(PartInstance* partInstance)
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{
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// calculate collisions
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//dSpaceCollide (physSpace,0,&collisionCallback);
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if(partInstance->physBody == NULL)
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{
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@@ -131,6 +118,7 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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Vector3 partPosition = partInstance->getPosition();
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Vector3 velocity = partInstance->getVelocity();
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Vector3 rotVelocity = partInstance->getRotVelocity();
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// init body
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partInstance->physBody = dBodyCreate(physWorld);
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dBodySetData(partInstance->physBody, partInstance);
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@@ -146,11 +134,6 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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dVector3 result;
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dGeomBoxGetLengths(partInstance->physGeom[0], result);
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//printf("[XplicitNgine] Part Geom Size: %.1f, %.1f, %.1f\n",
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// result[0],
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// result[1],
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// result[2]
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//);
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}
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else
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{
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@@ -161,11 +144,7 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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mass.setBox(sqrt(partSize.x*2), sqrt(partSize.y*2), sqrt(partSize.z*2), 0.7F);
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dBodySetMass(partInstance->physBody, &mass);
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// Debug output
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// Create rigid body
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//printf("[XplicitNgine] Created Geom for PartInstance\n");
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dBodySetPosition(partInstance->physBody,
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partPosition.x,
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partPosition.y,
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@@ -187,8 +166,6 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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dGeomSetRotation(partInstance->physGeom[0], rotation);
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dBodySetRotation(partInstance->physBody, rotation);
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//printf("[XplicitNgine] Created Body for PartInstance\n");
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if(!partInstance->isAnchored() && !partInstance->isDragging())
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dGeomSetBody(partInstance->physGeom[0], partInstance->physBody);
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@@ -203,10 +180,7 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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const dReal* physPosition = dBodyGetPosition(partInstance->physBody);
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// TODO: Rotation code
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// Probably should be done AFTER we get physics KINDA working!!!
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const dReal* physRotation = dGeomGetRotation(partInstance->physGeom[0]);
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//partInstance->setPosition(Vector3(physPosition[0], physPosition[1], physPosition[2]));
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partInstance->setCFrameNoSync(CoordinateFrame(
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Matrix3(physRotation[0],physRotation[1],physRotation[2],
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physRotation[4],physRotation[5],physRotation[6],
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@@ -214,9 +188,6 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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Vector3(physPosition[0], physPosition[1], physPosition[2])));
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}
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}
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//STEP SHOULD NOT BE HERE!
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//dWorldQuickStep(physWorld, stepSize);
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//dJointGroupEmpty(contactgroup);
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}
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void XplicitNgine::step(float stepSize)
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@@ -224,8 +195,6 @@ void XplicitNgine::step(float stepSize)
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dJointGroupEmpty(contactgroup);
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dSpaceCollide (physSpace,0,&collisionCallback);
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dWorldQuickStep(physWorld, stepSize);
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//dWorldStepFast1(physWorld, stepSize*2, 100);
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//dWorldStep(physWorld, stepSize);
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}
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void XplicitNgine::updateBody(PartInstance *partInstance)
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