disable help text by default in AllBulletDemos (text slows down many graphics cards)

improve CollisionDemo.cpp, show multi-contact generation using perturbation
improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support
Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive
Added missing projectfiles
Fixed single-shot contact generation. it is disabled by default to improve performance
Bugfixes for character controller, thanks to John McCutchan for reporting
Constraint solver: better default settings
btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free)
disable memalign by default, use Bullet's aligned allocator
This commit is contained in:
erwin.coumans
2009-02-06 03:20:43 +00:00
parent 328116d015
commit 2162f6663d
34 changed files with 4029 additions and 239 deletions

View File

@@ -195,10 +195,10 @@ void initRigidBody(MObject &node)
MFnTransform fnTransform(fnDagNode.parent(0));
MPlug plgActive(node, rigidBodyNode::ia_active);
bool active = false;
plgActive.getValue(active);
if(active) {
MPlug plgMass(node, rigidBodyNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
if(mass>0.f) {
//active rigid body, set the world transform from the initial* attributes
MObject obj;
@@ -259,9 +259,11 @@ void initRigidBodyArray(MObject &node)
MFnTransform fnTransform(fnDagNode.parent(0));
MPlug plgActive(node, rigidBodyArrayNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(active) {
//active rigid body, set the world transform from the initial* attributes
MObject obj;
@@ -382,9 +384,10 @@ void dSolverNode::gatherPassiveTransforms(MPlugArray &rbConnections, std::vector
MFnTransform fnTransform(fnDagNode.parent(0));
MPlug plgActive(node, rigidBodyNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(!active) {
MQuaternion mquat;
fnTransform.getRotation(mquat);
@@ -404,9 +407,10 @@ void dSolverNode::gatherPassiveTransforms(MPlugArray &rbConnections, std::vector
return;
}
MPlug plgActive(node, rigidBodyArrayNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(!active) {
MPlug plgPosition(node, rigidBodyArrayNode::io_position);
MPlug plgRotation(node, rigidBodyArrayNode::io_rotation);
@@ -453,9 +457,10 @@ void dSolverNode::updatePassiveRigidBodies(MPlugArray &rbConnections, std::vecto
continue;
}
MPlug plgActive(node, rigidBodyNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(!active) {
//do linear interpolation for now
rb->set_transform(xforms[pb].m_x0 + t * (xforms[pb].m_x1 - xforms[pb].m_x0),
@@ -471,9 +476,10 @@ void dSolverNode::updatePassiveRigidBodies(MPlugArray &rbConnections, std::vecto
return;
}
MPlug plgActive(node, rigidBodyArrayNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(!active) {
for(size_t j = 0; j < rbs.size(); ++j) {
rbs[j]->set_transform(xforms[pb].m_x0 + t * (xforms[pb].m_x1 - xforms[pb].m_x0),
@@ -503,9 +509,10 @@ void dSolverNode::updateActiveRigidBodies(MPlugArray &rbConnections)
MFnTransform fnTransform(fnDagNode.parent(0));
MPlug plgActive(node, rigidBodyNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(active) {
quatf rot;
vec3f pos;
@@ -517,10 +524,10 @@ void dSolverNode::updateActiveRigidBodies(MPlugArray &rbConnections)
rigidBodyArrayNode *rbNode = static_cast<rigidBodyArrayNode*>(fnDagNode.userNode());
std::vector<rigid_body_t::pointer>& rbs = rbNode->rigid_bodies();
MPlug plgActive(node, rigidBodyArrayNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
//write the position and rotations
if(active) {
MPlug plgPosition(node, rigidBodyArrayNode::io_position);
@@ -574,9 +581,10 @@ void dSolverNode::applyFields(MPlugArray &rbConnections, float dt)
rigidBodyNode *rbNode = static_cast<rigidBodyNode*>(fnDagNode.userNode());
rigid_body_t::pointer rb = rbNode->rigid_body();
MPlug plgActive(node, rigidBodyNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(active) {
rigid_bodies.push_back(rb.get());
}
@@ -584,9 +592,10 @@ void dSolverNode::applyFields(MPlugArray &rbConnections, float dt)
rigidBodyArrayNode *rbNode = static_cast<rigidBodyArrayNode*>(fnDagNode.userNode());
std::vector<rigid_body_t::pointer>& rbs = rbNode->rigid_bodies();
MPlug plgActive(node, rigidBodyArrayNode::ia_active);
bool active = false;
plgActive.getValue(active);
MPlug plgMass(node, rigidBodyArrayNode::ia_mass);
float mass = 0.f;
plgMass.getValue(mass);
bool active = (mass>0.f);
if(active) {
for(size_t j = 0; j < rbs.size(); ++j) {
rigid_bodies.push_back(rbs[j].get());