+ 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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@@ -306,7 +306,7 @@ public:
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m_floats[0]=x;
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m_floats[1]=y;
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m_floats[2]=z;
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m_floats[3] = 0.f;
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m_floats[3] = btScalar(0.);
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}
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void getSkewSymmetricMatrix(btVector3* v0,btVector3* v1,btVector3* v2) const
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@@ -316,6 +316,11 @@ public:
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v2->setValue(-y() ,x() ,0.);
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}
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void setZero()
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{
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setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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}
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};
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/**@brief Return the sum of two vectors (Point symantics)*/
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@@ -376,7 +381,7 @@ operator/(const btVector3& v1, const btVector3& v2)
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/**@brief Return the dot product between two vectors */
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SIMD_FORCE_INLINE btScalar
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dot(const btVector3& v1, const btVector3& v2)
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btDot(const btVector3& v1, const btVector3& v2)
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{
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return v1.dot(v2);
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}
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@@ -384,7 +389,7 @@ dot(const btVector3& v1, const btVector3& v2)
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/**@brief Return the distance squared between two vectors */
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SIMD_FORCE_INLINE btScalar
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distance2(const btVector3& v1, const btVector3& v2)
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btDistance2(const btVector3& v1, const btVector3& v2)
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{
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return v1.distance2(v2);
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}
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@@ -392,27 +397,27 @@ distance2(const btVector3& v1, const btVector3& v2)
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/**@brief Return the distance between two vectors */
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SIMD_FORCE_INLINE btScalar
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distance(const btVector3& v1, const btVector3& v2)
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btDistance(const btVector3& v1, const btVector3& v2)
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{
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return v1.distance(v2);
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}
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/**@brief Return the angle between two vectors */
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SIMD_FORCE_INLINE btScalar
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angle(const btVector3& v1, const btVector3& v2)
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btAngle(const btVector3& v1, const btVector3& v2)
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{
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return v1.angle(v2);
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}
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/**@brief Return the cross product of two vectors */
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SIMD_FORCE_INLINE btVector3
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cross(const btVector3& v1, const btVector3& v2)
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btCross(const btVector3& v1, const btVector3& v2)
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{
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return v1.cross(v2);
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}
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SIMD_FORCE_INLINE btScalar
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triple(const btVector3& v1, const btVector3& v2, const btVector3& v3)
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btTriple(const btVector3& v1, const btVector3& v2, const btVector3& v3)
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{
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return v1.triple(v2, v3);
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}
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