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

@@ -45,7 +45,6 @@ MString rigidBodyNode::typeName("dRigidBody");
MObject rigidBodyNode::ia_collisionShape;
MObject rigidBodyNode::ia_solver;
MObject rigidBodyNode::ia_active;
MObject rigidBodyNode::ia_mass;
MObject rigidBodyNode::ia_restitution;
MObject rigidBodyNode::ia_friction;
@@ -77,12 +76,6 @@ MStatus rigidBodyNode::initialize()
status = addAttribute(ia_solver);
MCHECKSTATUS(status, "adding solver attribute")
ia_active = fnNumericAttr.create("active", "ac", MFnNumericData::kBoolean, 1, &status);
MCHECKSTATUS(status, "creating active attribute")
fnNumericAttr.setKeyable(true);
status = addAttribute(ia_active);
MCHECKSTATUS(status, "adding active attribute")
ia_mass = fnNumericAttr.create("mass", "ma", MFnNumericData::kDouble, 1.0, &status);
MCHECKSTATUS(status, "creating mass attribute")
fnNumericAttr.setKeyable(true);
@@ -184,8 +177,6 @@ MStatus rigidBodyNode::initialize()
status = attributeAffects(ia_solver, ca_solver);
MCHECKSTATUS(status, "adding attributeAffects(ia_solver, ca_solver)")
// status = attributeAffects(ia_active, ca_rigidBodyParam);
// MCHECKSTATUS(status, "adding attributeAffects(ia_active, ca_rigidBodyParam)")
return MS::kSuccess;
}
@@ -521,7 +512,6 @@ void rigidBodyNode::computeRigidBodyParam(const MPlug& plug, MDataBlock& data)
m_rigid_body->set_friction(data.inputValue(ia_friction).asDouble());
m_rigid_body->set_linear_damping(data.inputValue(ia_linearDamping).asDouble());
m_rigid_body->set_angular_damping(data.inputValue(ia_angularDamping).asDouble());
// m_rigid_body->set_kinematic(!data.inputValue(ia_active).asBool());
data.outputValue(ca_rigidBodyParam).set(true);
data.setClean(plug);