One of the last parts of the refactoring (hopefully), made most members of btCollisionObject protected.
Also did some work on improving the constraint solver.
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@@ -23,9 +23,9 @@ btCompoundCollisionAlgorithm::btCompoundCollisionAlgorithm( const btCollisionAlg
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{
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btCollisionObject* colObj = m_isSwapped? body1 : body0;
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btCollisionObject* otherObj = m_isSwapped? body0 : body1;
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assert (colObj->m_collisionShape->isCompound());
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assert (colObj->getCollisionShape()->isCompound());
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->m_collisionShape);
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
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int numChildren = compoundShape->getNumChildShapes();
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int i;
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@@ -33,10 +33,10 @@ btCompoundCollisionAlgorithm::btCompoundCollisionAlgorithm( const btCollisionAlg
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for (i=0;i<numChildren;i++)
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{
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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btCollisionShape* orgShape = colObj->m_collisionShape;
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colObj->m_collisionShape = childShape;
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btCollisionShape* orgShape = colObj->getCollisionShape();
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colObj->setCollisionShape( childShape );
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m_childCollisionAlgorithms[i] = ci.m_dispatcher->findAlgorithm(colObj,otherObj);
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colObj->m_collisionShape =orgShape;
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colObj->setCollisionShape( orgShape );
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}
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}
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@@ -56,8 +56,8 @@ void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,bt
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btCollisionObject* colObj = m_isSwapped? body1 : body0;
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btCollisionObject* otherObj = m_isSwapped? body0 : body1;
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assert (colObj->m_collisionShape->isCompound());
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->m_collisionShape);
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assert (colObj->getCollisionShape()->isCompound());
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
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//We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
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//If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
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@@ -74,18 +74,18 @@ void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,bt
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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//backup
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btTransform orgTrans = colObj->m_worldTransform;
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btCollisionShape* orgShape = colObj->m_collisionShape;
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btTransform orgTrans = colObj->getWorldTransform();
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btCollisionShape* orgShape = colObj->getCollisionShape();
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btTransform childTrans = compoundShape->getChildTransform(i);
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btTransform newChildWorldTrans = orgTrans*childTrans ;
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colObj->m_worldTransform = newChildWorldTrans;
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colObj->setWorldTransform( newChildWorldTrans );
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//the contactpoint is still projected back using the original inverted worldtrans
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colObj->m_collisionShape = childShape;
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colObj->setCollisionShape( childShape );
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m_childCollisionAlgorithms[i]->processCollision(colObj,otherObj,dispatchInfo,resultOut);
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//revert back
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colObj->m_collisionShape =orgShape;
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colObj->m_worldTransform = orgTrans;
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colObj->setCollisionShape( orgShape);
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colObj->setWorldTransform( orgTrans );
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}
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}
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@@ -95,9 +95,9 @@ float btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* bod
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btCollisionObject* colObj = m_isSwapped? body1 : body0;
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btCollisionObject* otherObj = m_isSwapped? body0 : body1;
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assert (colObj->m_collisionShape->isCompound());
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assert (colObj->getCollisionShape()->isCompound());
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->m_collisionShape);
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
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//We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
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//If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
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@@ -116,22 +116,22 @@ float btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* bod
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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//backup
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btTransform orgTrans = colObj->m_worldTransform;
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btCollisionShape* orgShape = colObj->m_collisionShape;
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btTransform orgTrans = colObj->getWorldTransform();
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btCollisionShape* orgShape = colObj->getCollisionShape();
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btTransform childTrans = compoundShape->getChildTransform(i);
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btTransform newChildWorldTrans = orgTrans*childTrans ;
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colObj->m_worldTransform = newChildWorldTrans;
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colObj->setWorldTransform( newChildWorldTrans );
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colObj->m_collisionShape = childShape;
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colObj->setCollisionShape( childShape );
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float frac = m_childCollisionAlgorithms[i]->calculateTimeOfImpact(colObj,otherObj,dispatchInfo,resultOut);
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if (frac<hitFraction)
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{
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hitFraction = frac;
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}
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//revert back
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colObj->m_collisionShape =orgShape;
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colObj->m_worldTransform = orgTrans;
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colObj->setCollisionShape( orgShape);
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colObj->setWorldTransform( orgTrans);
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}
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return hitFraction;
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