ephysics: invert clothes mesh

So objects won't be back-facing the camera.



SVN revision: 78477
This commit is contained in:
Bruno Dilly 2012-10-25 21:53:30 +00:00
parent 3804a911e1
commit 98d327c3b6
1 changed files with 6 additions and 6 deletions

View File

@ -1449,14 +1449,14 @@ ephysics_body_cloth_anchor_full_add(EPhysics_Body *body1, EPhysics_Body *body2,
rows = body1->cloth_rows; rows = body1->cloth_rows;
columns = body1->cloth_columns; columns = body1->cloth_columns;
if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_LEFT) if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_RIGHT)
{ {
for (int i = 0; i < rows; i++) for (int i = 0; i < rows; i++)
body1->soft_body->appendAnchor(i, body2->rigid_body); body1->soft_body->appendAnchor(i, body2->rigid_body);
return; return;
} }
if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_RIGHT) if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_LEFT)
{ {
for (int i = 1; i <= rows; i++) for (int i = 1; i <= rows; i++)
body1->soft_body->appendAnchor((rows * columns) - i, body1->soft_body->appendAnchor((rows * columns) - i,
@ -1464,14 +1464,14 @@ ephysics_body_cloth_anchor_full_add(EPhysics_Body *body1, EPhysics_Body *body2,
return; return;
} }
if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_TOP) if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_BOTTOM)
{ {
for (int i = 0; i <= rows; i++) for (int i = 0; i <= rows; i++)
body1->soft_body->appendAnchor(i * rows, body2->rigid_body); body1->soft_body->appendAnchor(i * rows, body2->rigid_body);
return; return;
} }
if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_BOTTOM) if (side == EPHYSICS_BODY_CLOTH_ANCHOR_SIDE_TOP)
{ {
for (int i = 0; i < columns; i++) for (int i = 0; i < columns; i++)
body1->soft_body->appendAnchor((rows - 1) + rows * i, body1->soft_body->appendAnchor((rows - 1) + rows * i,
@ -1533,10 +1533,10 @@ ephysics_body_cloth_add(EPhysics_World *world, unsigned short granularity)
world_info = ephysics_world_info_get(world); world_info = ephysics_world_info_get(world);
soft_body = btSoftBodyHelpers::CreatePatch(*world_info, soft_body = btSoftBodyHelpers::CreatePatch(*world_info,
btVector3(1, 2, 0),
btVector3(1, 1, 0),
btVector3(2, 2, 0), btVector3(2, 2, 0),
btVector3(2, 1, 0), btVector3(2, 1, 0),
btVector3(1, 2, 0),
btVector3(1, 1, 0),
rows, columns, 0, false); rows, columns, 0, false);
if (!soft_body) if (!soft_body)
{ {