//----------------------------------------------------------------------- // u p d a t e A c t i o n //----------------------------------------------------------------------- void TKinematicCharacterTest::updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime) { preStep ( collisionWorld); /* preStep functionality without penetration recovery */ /* m_touchingContact = false; m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); m_targetPosition = m_currentPosition; */ /* end preStep functionality */ playerStep (collisionWorld, deltaTime); }
int Action::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QWidget::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: nextStep(); break; case 1: preStep(); break; case 2: saveStep((*reinterpret_cast< GenericStep*(*)>(_a[1]))); break; case 3: { bool _r = close(); if (_a[0]) *reinterpret_cast< bool*>(_a[0]) = _r; } break; default: ; } _id -= 4; } return _id; }
void Transient::execute() { preExecute(); // NOTE: if you remove this line, you will see a subset of tests failing. Those tests might have a wrong answer and might need to be regolded. // The reason is that we actually move the solution back in time before we actually start solving (which I think is wrong). So this call here // is to maintain backward compatibility and so that MOOSE is giving the same answer. However, we might remove this call and regold the test // in the future eventually. if (!_app.isRecovering()) _problem.advanceState(); // Start time loop... while (true) { if (_first != true) incrementStepOrReject(); _first = false; if (!keepGoing()) break; preStep(); computeDT(); takeStep(); endStep(); postStep(); _steps_taken++; } if (!_app.halfTransient()) _problem.outputStep(EXEC_FINAL); postExecute(); }
///btActionInterface interface virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) { preStep(collisionWorld); playerStep(collisionWorld, deltaTime); }
void btKinematicController::updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime) { preStep( collisionWorld ); playerStep( collisionWorld, deltaTime ); }