Made physics sync velocity
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@@ -118,10 +118,13 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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// calculate collisions
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//dSpaceCollide (physSpace,0,&collisionCallback);
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Vector3 partSize = partInstance->getSize();
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Vector3 partPosition = partInstance->getPosition();
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if(partInstance->physBody == NULL)
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{
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Vector3 partSize = partInstance->getSize();
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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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@@ -168,6 +171,9 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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partPosition.y,
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partPosition.z);
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dBodySetLinearVel(partInstance->physBody, velocity.x, velocity.y, velocity.z);
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dBodySetAngularVel(partInstance->physBody, rotVelocity.x, rotVelocity.y, rotVelocity.z);
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Matrix3 g3dRot = partInstance->getCFrame().rotation;
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float rotation [12] = { g3dRot[0][0], g3dRot[0][1], g3dRot[0][2], 0,
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g3dRot[1][0], g3dRot[1][1], g3dRot[1][2], 0,
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@@ -183,6 +189,12 @@ void XplicitNgine::createBody(PartInstance* partInstance)
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} else {
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if(!partInstance->isAnchored())
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{
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const dReal* velocity = dBodyGetLinearVel(partInstance->physBody);
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const dReal* rotVelocity = dBodyGetAngularVel(partInstance->physBody);
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partInstance->setVelocity(Vector3(velocity[0],velocity[1],velocity[2]));
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partInstance->setRotVelocity(Vector3(rotVelocity[0],rotVelocity[1],rotVelocity[2]));
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const dReal* physPosition = dBodyGetPosition(partInstance->physBody);
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// TODO: Rotation code
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