Fixes for FPU exceptions, thanks to Phil Knight for reporting and John McCutchan for fix/workarounds.

Added new cluster collision methods for soft bodies, thanks to Nathanael Presson.
Enable/disable textures/shadows for specific demos.
This commit is contained in:
erwin.coumans
2008-08-01 01:04:45 +00:00
parent af4520801b
commit 4894f24c9a
31 changed files with 169 additions and 59 deletions

View File

@@ -121,6 +121,10 @@ void DoublePrecisionDemo::displayCallback(void)
int i;
btVector3 worldBoundsMin,worldBoundsMax;
collisionWorld->getBroadphase()->getBroadphaseAabb(worldBoundsMin,worldBoundsMax);
///one way to draw all the contact points is iterating over contact manifolds / points:
int numManifolds = collisionWorld->getDispatcher()->getNumManifolds();
for (i=0;i<numManifolds;i++)
@@ -169,7 +173,7 @@ void DoublePrecisionDemo::displayCallback(void)
temp = objects[i].getWorldTransform();
temp.setOrigin(temp.getOrigin() - m_cameraPosition);
temp.getOpenGLMatrix( m );
m_shapeDrawer.drawOpenGL(m,objects[i].getCollisionShape(),color,getDebugMode());
m_shapeDrawer.drawOpenGL(m,objects[i].getCollisionShape(),color,getDebugMode(),worldBoundsMin,worldBoundsMax);
}
objects[1].getWorldTransform().setOrigin(objects[1].getWorldTransform().getOrigin()+btVector3(-VERY_SMALL_INCREMENT,-VERY_SMALL_INCREMENT,0));