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authorSergej Reich <sergej.reich@googlemail.com>2012-06-08 20:13:01 +0400
committerSergej Reich <sergej.reich@googlemail.com>2012-06-08 20:13:01 +0400
commit82d3d9f2ba47bbf2f868b5a970d1fe149eba13e2 (patch)
treee99d947080f8e787059d86500f01dd6c1ad616e4 /extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
parent221a7878223e983372ba830e4ca1a17067abf2ba (diff)
Update Bullet to version 2.80 (bullet svn revision 2537)
Remove Jamfiles and other unused files that stuck around during previous updates. Add patches for local changes to the patches directory. Update readme.txt, it had outdated infromation.
Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp')
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
index 40c56e77954..b009f41aec8 100644
--- a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.cpp
@@ -27,7 +27,7 @@ subject to the following restrictions:
// constructor
// anchor, axis1 and axis2 are in world coordinate system
// axis1 must be orthogonal to axis2
-btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, btVector3& anchor, btVector3& axis1, btVector3& axis2)
+btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB, const btVector3& anchor, const btVector3& axis1, const btVector3& axis2)
: btGeneric6DofConstraint(rbA, rbB, btTransform::getIdentity(), btTransform::getIdentity(), true),
m_anchor(anchor),
m_axis1(axis1),
@@ -42,8 +42,8 @@ btUniversalConstraint::btUniversalConstraint(btRigidBody& rbA, btRigidBody& rbB,
// new position of X, allowed limits are (-PI,PI);
// So to simulate ODE Universal joint we should use parent axis as Z, child axis as Y and limit all other DOFs
// Build the frame in world coordinate system first
- btVector3 zAxis = axis1.normalize();
- btVector3 yAxis = axis2.normalize();
+ btVector3 zAxis = m_axis1.normalize();
+ btVector3 yAxis = m_axis2.normalize();
btVector3 xAxis = yAxis.cross(zAxis); // we want right coordinate system
btTransform frameInW;
frameInW.setIdentity();