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
This commit is contained in:
@@ -36,7 +36,7 @@ struct btConstraintSetting
|
||||
};
|
||||
|
||||
/// point to point constraint between two rigidbodies each with a pivotpoint that descibes the 'ballsocket' location in local space
|
||||
class btPoint2PointConstraint : public btTypedConstraint
|
||||
ATTRIBUTE_ALIGNED16(class) btPoint2PointConstraint : public btTypedConstraint
|
||||
{
|
||||
#ifdef IN_PARALLELL_SOLVER
|
||||
public:
|
||||
@@ -65,8 +65,11 @@ public:
|
||||
|
||||
virtual void getInfo1 (btConstraintInfo1* info);
|
||||
|
||||
void getInfo1NonVirtual (btConstraintInfo1* info);
|
||||
|
||||
virtual void getInfo2 (btConstraintInfo2* info);
|
||||
|
||||
void getInfo2NonVirtual (btConstraintInfo2* info, const btTransform& body0_trans, const btTransform& body1_trans);
|
||||
|
||||
virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user