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authorKent Mein <mein@cs.umn.edu>2002-12-02 19:30:13 +0300
committerKent Mein <mein@cs.umn.edu>2002-12-02 19:30:13 +0300
commit73aef31b52e17d8bd2c74e861ca2b7d925bb37b8 (patch)
treeb1520c6e52c122667bba5eb7a5df6b83808c69cf /source/gameengine/Physics/BlOde/OdePhysicsController.cpp
parent644e4d7c1c2bf5f54f9cc3b736807c064b3abc54 (diff)
I got this patch from sgefant Mostly its just casting floats as floats.
(also adding a couple of include pathes) changes in Ode*.cpp to get it compile with gcc 2.95.4 to make it compile with ./configure --with-gameengine --enable-gameplayer Kent -- mein@cs.umn.edu
Diffstat (limited to 'source/gameengine/Physics/BlOde/OdePhysicsController.cpp')
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.cpp b/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
index 6493caca25b..e14f0c9d2f4 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.cpp
@@ -261,7 +261,8 @@ bool ODEPhysicsController::SynchronizeMotionStates(float time)
dQuaternion worldquat;
float worldpos[3];
- m_MotionState->getWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
+ m_MotionState->getWorldOrientation((float)worldquat[1],
+ (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);
m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
float scaling[3];
@@ -329,10 +330,10 @@ bool ODEPhysicsController::SynchronizeMotionStates(float time)
return false;
}
- const float* worldPos = dBodyGetPosition(m_bodyId);
+ const float* worldPos = (float *)dBodyGetPosition(m_bodyId);
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
- const float* worldquat = dBodyGetQuaternion(m_bodyId);
+ const float* worldquat = (float *)dBodyGetQuaternion(m_bodyId);
m_MotionState->setWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
}
else {
@@ -345,7 +346,8 @@ bool ODEPhysicsController::SynchronizeMotionStates(float time)
dQuaternion worldquat;
float worldpos[3];
- m_MotionState->getWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]);
+ m_MotionState->getWorldOrientation((float)worldquat[1],
+ (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);
m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]);
float scaling[3];
@@ -497,9 +499,9 @@ void ODEPhysicsController::applyImpulse(float attachX,float attachY,float attach
newvel[2]=linvel[2]+impulseZ*massinv;
dBodySetLinearVel(m_bodyId,newvel[0],newvel[1],newvel[2]);
- const float* worldPos = dBodyGetPosition(m_bodyId);
+ const float* worldPos = (float *)dBodyGetPosition(m_bodyId);
- const float* angvelc = dBodyGetAngularVel (m_bodyId);
+ const float* angvelc = (float *)dBodyGetAngularVel(m_bodyId);
float angvel[3];
angvel[0]=angvelc[0];
angvel[1]=angvelc[1];
@@ -542,7 +544,7 @@ void ODEPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& li
{
if (m_OdeDyna)
{
- const float* vel = dBodyGetLinearVel(m_bodyId);
+ const float* vel = (float *)dBodyGetLinearVel(m_bodyId);
linvX = vel[0];
linvY = vel[1];
linvZ = vel[2];