void CCar::DoGameLogic() { Dbg_MsgLog(("DoGameLogic for car '%s'",Script::FindChecksumName(GetID()))); if ( GetSuspendComponent()->SkipLogic( ) ) { return; } if ( IsDead() ) { return; } // Don't update the wheels if we should not animate // (and this cunningly lets the SuspendComponment actually work, by clearing the initial_animations if (GetSuspendComponent()->should_animate( )) { // check to see if it's got a hierarchy // if it does, then update the wheels Gfx::CSkeleton* pCarSkeleton = this->GetSkeleton(); if ( pCarSkeleton ) { update_wheels(); display_wheels(); // debug_wheels(); } } }
void VehicleObject::update(const double dt) { if(m_pvehicle) { //update wheels update_wheels(); //update transform matrix float temp[16]; btTransform bt_transform; bt_transform = m_pvehicle->getChassisWorldTransform(); //Apply bullet tranformation to engine matrix bt_transform.getOpenGLMatrix(temp); //temp[13] += 1.0f; array_1D_to_matrix(m_transform_matrix, temp); } }