+ CMake build system fix under Windows: don't define _WINDOWS to allow Glut console demo to build properly
+ Allow user to enable useConvexConservativeDistanceUtil . Use dynamicsWorld->getDispatchInfo().m_useConvexConservativeDistanceUtil = true; (see Demos/Benchmarks/Benchmark4 (convex objects falling down) + Fix for plane drawing (just wire-frame) + Gimpact: use collision margin of 0.07 for demo (because BULLET_TRIANGLE_COLLISION is used) + replace dot,cross,distance,angle,triple in btVector3 by btDot, btCross,btDistance,btAngle,btDistance to avoid naming conflicts + Some fixes in GJK penetration depth normal direction (broken in a previous commit) + fix in calculateDiffAxisAngleQuaternion to make ConvexConservativeDistanceUtil work properly + allow debug drawing to debug btContinuousConvexCollision + add comment/warning that btTriangleMesh::findOrAddVertex is an internal method, users should use addTriangle instead
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@@ -130,7 +130,7 @@ static inline btScalar tetravolume(const btVector3& x0,
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const btVector3 a=x1-x0;
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const btVector3 b=x2-x0;
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const btVector3 c=x3-x0;
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return(dot(a,cross(b,c)));
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return(btDot(a,btCross(b,c)));
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}
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//
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@@ -209,9 +209,9 @@ void btSoftBodyHelpers::Draw( btSoftBody* psb,
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{
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const btSoftBody::RContact& c=psb->m_rcontacts[i];
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const btVector3 o= c.m_node->m_x-c.m_cti.m_normal*
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(dot(c.m_node->m_x,c.m_cti.m_normal)+c.m_cti.m_offset);
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const btVector3 x=cross(c.m_cti.m_normal,axis[c.m_cti.m_normal.minAxis()]).normalized();
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const btVector3 y=cross(x,c.m_cti.m_normal).normalized();
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(btDot(c.m_node->m_x,c.m_cti.m_normal)+c.m_cti.m_offset);
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const btVector3 x=btCross(c.m_cti.m_normal,axis[c.m_cti.m_normal.minAxis()]).normalized();
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const btVector3 y=btCross(x,c.m_cti.m_normal).normalized();
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idraw->drawLine(o-x*nscl,o+x*nscl,ccolor);
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idraw->drawLine(o-y*nscl,o+y*nscl,ccolor);
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idraw->drawLine(o,o+c.m_cti.m_normal*nscl*3,btVector3(1,1,0));
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@@ -299,7 +299,7 @@ void btSoftBodyHelpers::Draw( btSoftBody* psb,
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{
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const btSoftBody::Cluster& c=psb->m_clusters[i];
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const btVector3 r=c.m_nodes[j]->m_x-c.m_com;
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const btVector3 v=c.m_lv+cross(c.m_av,r);
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const btVector3 v=c.m_lv+btCross(c.m_av,r);
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idraw->drawLine(c.m_nodes[j]->m_x,c.m_nodes[j]->m_x+v,btVector3(1,0,0));
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}
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#endif
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