+ 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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@@ -96,7 +96,7 @@ public:
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static void calculateDiffAxisAngleQuaternion(const btQuaternion& orn0,const btQuaternion& orn1a,btVector3& axis,btScalar& angle)
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{
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btQuaternion orn1 = orn0.farthest(orn1a);
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btQuaternion orn1 = orn0.nearest(orn1a);
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btQuaternion dorn = orn1 * orn0.inverse();
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///floating point inaccuracy can lead to w component > 1..., which breaks
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dorn.normalize();
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@@ -206,17 +206,21 @@ public:
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void initSeparatingDistance(const btVector3& separatingVector,btScalar separatingDistance,const btTransform& transA,const btTransform& transB)
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{
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m_separatingNormal = separatingVector;
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m_separatingDistance = separatingDistance;
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const btVector3& toPosA = transA.getOrigin();
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const btVector3& toPosB = transB.getOrigin();
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btQuaternion toOrnA = transA.getRotation();
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btQuaternion toOrnB = transB.getRotation();
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m_posA = toPosA;
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m_posB = toPosB;
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m_ornA = toOrnA;
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m_ornB = toOrnB;
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if (m_separatingDistance>0.f)
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{
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m_separatingNormal = separatingVector;
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const btVector3& toPosA = transA.getOrigin();
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const btVector3& toPosB = transB.getOrigin();
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btQuaternion toOrnA = transA.getRotation();
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btQuaternion toOrnB = transB.getRotation();
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m_posA = toPosA;
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m_posB = toPosB;
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m_ornA = toOrnA;
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m_ornB = toOrnB;
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}
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}
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};
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