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

@@ -395,8 +395,15 @@ global proc dynamicaUI_STsubstepsChanged()
}
proc dynamicaUI_createRigidBody(int $active, int $collisionShapeType)
proc dynamicaUI_createRigidBody(int $activebody, int $collisionShapeType)
{
float $mass = 1;
if($activebody == false)
{
$mass = 0;
}
string $selection[] = `ls -selection -dag -leaf -showType -type "geometry"`;
//create dSolver node if necessary
@@ -419,7 +426,7 @@ proc dynamicaUI_createRigidBody(int $active, int $collisionShapeType)
connectAttr ($selection[$i * 2] + ".message") ($collisionShapeNode + ".inShape");
hide $shapeTransforms[0];
}
setAttr ($rigidBodyNode + ".active" ) $active;
setAttr ($rigidBodyNode + ".mass" ) $mass;
setAttr ($collisionShapeNode + ".type" ) $collisionShapeType;
float $pos[]= `getAttr ($shapeTransforms[0] + ".translate")`;
@@ -439,7 +446,7 @@ proc dynamicaUI_createRigidBody(int $active, int $collisionShapeType)
connectAttr ($collisionShapeNode + ".outCollisionShape") ($rigidBodyNode + ".inCollisionShape");
string $rigidBodyTransforms[] = `listRelatives -parent $rigidBodyNode`;
setAttr ($rigidBodyNode + ".active" ) $active;
setAttr ($rigidBodyNode + ".mass" ) $mass;
setAttr ($collisionShapeNode + ".type" ) $collisionShapeType;
$newBodies[0] = $rigidBodyTransforms[0];
}
@@ -562,8 +569,15 @@ global proc dynamicaUI_createPassiveMeshRB()
dynamicaUI_createRigidBody(false, 1);
}
proc dynamicaUI_createRigidBodyArray(int $active, int $collisionShapeType)
proc dynamicaUI_createRigidBodyArray(int $activebody, int $collisionShapeType)
{
float $mass = 1;
if ($activebody == false)
{
$mass = 0;
}
global int $dynamicaUI_createArrayUI_size[];
global float $dynamicaUI_createArrayUI_offset[];
@@ -586,7 +600,7 @@ proc dynamicaUI_createRigidBodyArray(int $active, int $collisionShapeType)
}
}
setAttr ($rigidBodyArrayNode + ".active" ) $active;
setAttr ($rigidBodyArrayNode + ".mass" ) $mass;
setAttr ($collisionShapeNode + ".type" ) $collisionShapeType;
select -r $rigidBodyTransforms[0];