mirror of https://github.com/axmolengine/axmol.git
add Physics3DPointToPointConstraint support new
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@ -177,8 +177,6 @@ public:
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CC_CONSTRUCTOR_ACCESS:
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Physics3DPointToPointConstraint();
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virtual ~Physics3DPointToPointConstraint();
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protected:
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bool init(Physics3DRigidBody* rbA, const cocos2d::Vec3& pivotPointInA);
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bool init(Physics3DRigidBody* rbA, Physics3DRigidBody* rbB, const cocos2d::Vec3& pivotPointInA, const cocos2d::Vec3& pivotPointInB);
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@ -339,4 +339,17 @@ jsb.Physics3DComponent.prototype._ctor = function(physicsObj, translateInPhysics
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this.init();
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this.setPhysics3DObject(physicsObj);
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this.setTransformInPhysics(translateInPhysics, rotInPhsyics);
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}
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jsb.Physics3DPointToPointConstraint.prototype._ctor = function(first, second, third, fourth){
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if (arguments.length == 2 ) {
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this.init(first, second);
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}
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else if (arguments.length == 4 ) {
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this.init(first, second, third, fourth);
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}
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else
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{
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throw new Error("error arguments");
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}
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}
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@ -319,7 +319,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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this._world = physicsScene.getPhysics3DWorld();
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//create point to point constraint
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var constraint = jsb.Physics3DPointToPointConstraint.create(rigidBody, cc.math.vec3(2.5, 2.5, 2.5));
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var constraint = new jsb.Physics3DPointToPointConstraint(rigidBody, cc.math.vec3(2.5, 2.5, 2.5));
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this._world.addPhysics3DConstraint(constraint);
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//create hinge constraint
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@ -437,7 +437,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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var mat = cc.math.mat4GetInversed(result.hitObj.getWorldTransform());
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var position = cc.math.mat4TransformPoint(mat, result.hitPosition);
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this._constraint = jsb.Physics3DPointToPointConstraint.create(result.hitObj, position);
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this._constraint = new jsb.Physics3DPointToPointConstraint(result.hitObj, position);
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this._world.addPhysics3DConstraint(this._constraint, true);
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this._pickingDistance = cc.math.vec3Length(cc.math.vec3Sub(result.hitPosition, nearP));
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return;
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