Esempio n. 1
0
    //-----------------------------------------------------------------------
    //                         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);
    }
Esempio n. 2
0
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;
}
Esempio n. 3
0
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 );
}