Minor constraint refactoring, to allow SPU-side processing for PLAYSTATION 3 (added non-virtual methods)
Also comment-out some code for __SPU__ to reduce code size Added btContactConstraint (only used on PS3 SPU right now, better to use btPersistentManifold directly for contact constraints) Improved readblend utility library (see also usage in http://gamekit.googlecode.com with Irrlicht) Fix for btConvexConvexAlgorithm, potential division by zero Thanks linzner http://code.google.com/p/bullet/issues/detail?id=260
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@@ -26,7 +26,7 @@ class btRigidBody;
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/// hinge constraint between two rigidbodies each with a pivotpoint that descibes the axis location in local space
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/// axis defines the orientation of the hinge axis
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class btHingeConstraint : public btTypedConstraint
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ATTRIBUTE_ALIGNED16(class) btHingeConstraint : public btTypedConstraint
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{
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#ifdef IN_PARALLELL_SOLVER
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public:
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@@ -81,8 +81,12 @@ public:
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virtual void getInfo1 (btConstraintInfo1* info);
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void getInfo1NonVirtual(btConstraintInfo1* info);
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virtual void getInfo2 (btConstraintInfo2* info);
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void getInfo2NonVirtual(btConstraintInfo2* info,const btTransform& transA,const btTransform& transB,const btVector3& angVelA,const btVector3& angVelB);
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virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep);
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void updateRHS(btScalar timeStep);
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@@ -174,7 +178,9 @@ public:
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btScalar getHingeAngle();
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void testLimit();
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btScalar getHingeAngle(const btTransform& transA,const btTransform& transB);
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void testLimit(const btTransform& transA,const btTransform& transB);
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const btTransform& getAFrame() const { return m_rbAFrame; };
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