processed a lot of feedback: added 'realtime' simulation with fixed substeps (and clamping maximum number of substeps), this means that when stepSimulation is called with smaller timesteps then 'fixed substep' the motionstate is interpolated.
renamed m_ccdSweptSphereRadius, enabled wireframe debugDrawObject (using debugDrawer)
This commit is contained in:
32
src/LinearMath/btDefaultMotionState.h
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32
src/LinearMath/btDefaultMotionState.h
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@@ -0,0 +1,32 @@
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#ifndef DEFAULT_MOTION_STATE_H
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#define DEFAULT_MOTION_STATE_H
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///btDefaultMotionState provides a common implementation to synchronize world transforms with offsets
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struct btDefaultMotionState : public btMotionState
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{
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btTransform m_graphicsWorldTrans;
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btTransform m_centerOfMassOffset;
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btTransform m_startWorldTrans;
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btDefaultMotionState(const btTransform& startTrans,const btTransform& centerOfMassOffset = btTransform::getIdentity())
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: m_graphicsWorldTrans(startTrans),
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m_centerOfMassOffset(centerOfMassOffset),
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m_startWorldTrans(startTrans)
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{
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}
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///synchronizes world transform from user to physics
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virtual void getWorldTransform(btTransform& centerOfMassWorldTrans )
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{
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centerOfMassWorldTrans = m_centerOfMassOffset.inverse() * m_graphicsWorldTrans ;
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}
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///synchronizes world transform from physics to user
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virtual void setWorldTransform(const btTransform& centerOfMassWorldTrans)
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{
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m_graphicsWorldTrans = centerOfMassWorldTrans * m_centerOfMassOffset ;
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}
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};
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#endif //DEFAULT_MOTION_STATE_H
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@@ -38,13 +38,13 @@ class btIDebugDraw
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enum DebugDrawModes
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{
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DBG_NoDebug=0,
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DBG_DrawAabb=1,
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DBG_DrawText=2,
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DBG_DrawWireframe = 1,
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DBG_DrawAabb=2,
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DBG_DrawFeaturesText=4,
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DBG_DrawContactPoints=8,
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DBG_NoDeactivation=16,
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DBG_NoHelpText = 32,
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DBG_DrawWireframe = 64,
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DBG_DrawText=64,
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DBG_ProfileTimings = 128,
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DBG_EnableSatComparison = 256,
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DBG_DisableBulletLCP = 512,
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@@ -16,9 +16,7 @@ subject to the following restrictions:
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#ifndef BT_MOTIONSTATE_H
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#define BT_MOTIONSTATE_H
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btQuaternion.h"
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#include "LinearMath/btTransform.h"
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///btMotionState allows the dynamics world to synchronize the updated world transforms with graphics
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///For optimizations, potentially only moving objects get synchronized (using setWorldPosition/setWorldOrientation)
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@@ -31,14 +29,9 @@ class btMotionState
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}
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virtual void getWorldPosition(btVector3& worldPos )=0;
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virtual void getWorldScaling(btVector3& scaling)=0;
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virtual void getWorldOrientation(btQuaternion& orn)=0;
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virtual void setWorldPosition(const btVector3& worldPos)=0;
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virtual void setWorldOrientation(const btQuaternion& orn)=0;
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virtual void getWorldTransform(btTransform& worldTrans )=0;
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virtual void calculateWorldTransformations()=0;
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virtual void setWorldTransform(const btTransform& worldTrans)=0;
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};
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