Fix always self-moving object in offline game

This commit is contained in:
Benau 2020-08-05 12:10:17 +08:00
parent 2e12eeaa83
commit 46649e6b7d
2 changed files with 6 additions and 7 deletions

View File

@ -22,8 +22,7 @@ subject to the following restrictions:
#include "LinearMath/btSerializer.h" #include "LinearMath/btSerializer.h"
//'temporarily' global variables //'temporarily' global variables
// Need to disable completely for STK with multiple physics instance btScalar gDeactivationTime = btScalar(2.);
//btScalar gDeactivationTime = btScalar(2.);
//bool gDisableDeactivation = false; //bool gDisableDeactivation = false;
//static int uniqueId = 0; //static int uniqueId = 0;
@ -82,7 +81,7 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
m_restitution = constructionInfo.m_restitution; m_restitution = constructionInfo.m_restitution;
setCollisionShape( constructionInfo.m_collisionShape ); setCollisionShape( constructionInfo.m_collisionShape );
// m_debugBodyId = uniqueId++; //m_debugBodyId = uniqueId++;
btAssert(constructionInfo.m_mass>=0); btAssert(constructionInfo.m_mass>=0);
setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia); setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
updateInertiaTensor(); updateInertiaTensor();

View File

@ -470,10 +470,10 @@ public:
if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION)) if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION))
return true; return true;
//if (m_deactivationTime> gDeactivationTime) if (m_deactivationTime> gDeactivationTime)
//{ {
// return true; return true;
//} }
return false; return false;
} }