Use the add support for double and float triangle vertices. If it has a bad impact on performance, we can hide it behind an #ifdef for double precision vertex support.
Fix btConvexTriangleMeshShape::calculatePrincipalAxisTransform Both thanks to Ole. Use our own union to extract a scalar value from an SSE intrinsic (instead of relying on MSVC-only m128_u32 Thanks to BlindSide
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@@ -269,15 +269,12 @@ void btConvexTriangleMeshShape::calculatePrincipalAxisTransform(btTransform& pri
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btVector3 a = triangle[0] - center;
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btVector3 b = triangle[1] - center;
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btVector3 c = triangle[2] - center;
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btVector3 abc = a + b + c;
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btScalar volNeg = -btFabs(a.triple(b, c)) * btScalar(1. / 6);
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for (int j = 0; j < 3; j++)
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{
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for (int k = 0; k <= j; k++)
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{
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i[j][k] = i[k][j] = volNeg * (center[j] * center[k]
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+ btScalar(0.25) * (center[j] * abc[k] + center[k] * abc[j])
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+ btScalar(0.1) * (a[j] * a[k] + b[j] * b[k] + c[j] * c[k])
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i[j][k] = i[k][j] = volNeg * (btScalar(0.1) * (a[j] * a[k] + b[j] * b[k] + c[j] * c[k])
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+ btScalar(0.05) * (a[j] * b[k] + a[k] * b[j] + a[j] * c[k] + a[k] * c[j] + b[j] * c[k] + b[k] * c[j]));
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}
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}
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