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by Leadwerks » Thu Jan 25, 2018 12:37 pm
This is a modification I made so that ball joints can have limits enabled or disabled:
- Code: Select all
void dCustomLimitBallAndSocket::SubmitConstraints(dFloat timestep, int threadIndex)
{
if (!m_limitsenabled) return dCustomBallAndSocket::SubmitConstraints(timestep, threadIndex);
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Leadwerks
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by Julio Jerez » Thu Jan 25, 2018 12:43 pm
That will not work in the place, it need to cal the base class for the three linear joints that kelp the point together.
Move the line to after the call to the base class.
The point on the joints is the you can subclass from them and made you own versions.
If if accept every single particular suggestion the they will very soon become a complete mess. What they are is base point from where to start.
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Julio Jerez
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