btVector3 PlayerPhysicsObject::subClassCalculateLocalInertiaHook(btScalar mass) { Entity* playerEntity = itrPhysics_3.ownerAt(attributeIndex_); std::vector<int> playerId = playerEntity->getAttributes(ATTRIBUTE_PLAYER); bool detectedAsDead = false; for(unsigned int i = 0; i < playerId.size(); i++) { detectedAsDead = itrPlayer.at(playerId.at(i))->detectedAsDead; } btVector3 localInertia; if(detectedAsDead) { localInertia = localInertiaBasedOnCollisionShapeAndMass(itrPhysics_3.at(attributeIndex_)->mass); } else { localInertia = zeroLocalInertia(); } return localInertia; }
btVector3 PhysicsObject::subClassCalculateLocalInertiaHook(btScalar mass) { return zeroLocalInertia(); }