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