Applied patch for character controller by bjorn.wesen. Fixes Issue 644.
Fixed some warnings in double-precision compile
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@@ -123,11 +123,11 @@ SIMD_FORCE_INLINE int btTriangleInfoMap::calculateSerializeBufferSize() const
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SIMD_FORCE_INLINE const char* btTriangleInfoMap::serialize(void* dataBuffer, btSerializer* serializer) const
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{
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btTriangleInfoMapData* tmapData = (btTriangleInfoMapData*) dataBuffer;
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tmapData->m_convexEpsilon = m_convexEpsilon;
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tmapData->m_planarEpsilon = m_planarEpsilon;
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tmapData->m_equalVertexThreshold = m_equalVertexThreshold;
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tmapData->m_edgeDistanceThreshold = m_edgeDistanceThreshold;
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tmapData->m_zeroAreaThreshold = m_zeroAreaThreshold;
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tmapData->m_convexEpsilon = (float)m_convexEpsilon;
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tmapData->m_planarEpsilon = (float)m_planarEpsilon;
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tmapData->m_equalVertexThreshold =(float) m_equalVertexThreshold;
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tmapData->m_edgeDistanceThreshold = (float)m_edgeDistanceThreshold;
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tmapData->m_zeroAreaThreshold = (float)m_zeroAreaThreshold;
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tmapData->m_hashTableSize = m_hashTable.size();
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@@ -172,9 +172,9 @@ SIMD_FORCE_INLINE const char* btTriangleInfoMap::serialize(void* dataBuffer, btS
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btTriangleInfoData* memPtr = (btTriangleInfoData*)chunk->m_oldPtr;
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for (int i=0;i<numElem;i++,memPtr++)
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{
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memPtr->m_edgeV0V1Angle = m_valueArray[i].m_edgeV0V1Angle;
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memPtr->m_edgeV1V2Angle = m_valueArray[i].m_edgeV1V2Angle;
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memPtr->m_edgeV2V0Angle = m_valueArray[i].m_edgeV2V0Angle;
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memPtr->m_edgeV0V1Angle = (float)m_valueArray[i].m_edgeV0V1Angle;
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memPtr->m_edgeV1V2Angle = (float)m_valueArray[i].m_edgeV1V2Angle;
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memPtr->m_edgeV2V0Angle = (float)m_valueArray[i].m_edgeV2V0Angle;
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memPtr->m_flags = m_valueArray[i].m_flags;
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}
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serializer->finalizeChunk(chunk,"btTriangleInfoData",BT_ARRAY_CODE,(void*) &m_valueArray[0]);
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@@ -160,7 +160,21 @@ btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
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bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld)
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{
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// Here we must refresh the overlapping paircache as the penetrating movement itself or the
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// previous recovery iteration might have used setWorldTransform and pushed us into an object
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// that is not in the previous cache contents from the last timestep, as will happen if we
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// are pushed into a new AABB overlap. Unhandled this means the next convex sweep gets stuck.
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//
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// Do this by calling the broadphase's setAabb with the moved AABB, this will update the broadphase
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// paircache and the ghostobject's internal paircache at the same time. /BW
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btVector3 minAabb, maxAabb;
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m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb,maxAabb);
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collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(),
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minAabb,
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maxAabb,
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collisionWorld->getDispatcher());
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bool penetration = false;
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collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
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@@ -90,10 +90,10 @@ SIMD_FORCE_INLINE const char* btGeneric6DofSpringConstraint::serialize(void* dat
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int i;
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for (i=0;i<6;i++)
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{
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dof->m_equilibriumPoint[i] = m_equilibriumPoint[i];
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dof->m_springDamping[i] = m_springDamping[i];
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dof->m_equilibriumPoint[i] = (float)m_equilibriumPoint[i];
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dof->m_springDamping[i] = (float)m_springDamping[i];
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dof->m_springEnabled[i] = m_springEnabled[i]? 1 : 0;
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dof->m_springStiffness[i] = m_springStiffness[i];
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dof->m_springStiffness[i] = (float)m_springStiffness[i];
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}
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return "btGeneric6DofSpringConstraintData";
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}
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@@ -37,7 +37,7 @@
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inline Vectormath::Aos::Vector3 getVmVector3(const btVector3& bulletVec)
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{
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return Vectormath::Aos::Vector3(bulletVec.getX(),bulletVec.getY(),bulletVec.getZ());
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return Vectormath::Aos::Vector3((float)bulletVec.getX(),(float)bulletVec.getY(),(float)bulletVec.getZ());
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}
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inline btVector3 getBtVector3(const Vectormath::Aos::Vector3& vmVec)
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@@ -51,7 +51,7 @@ inline btVector3 getBtVector3(const Vectormath::Aos::Point3& vmVec)
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inline Vectormath::Aos::Quat getVmQuat(const btQuaternion& bulletQuat)
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{
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Vectormath::Aos::Quat vmQuat(bulletQuat.getX(),bulletQuat.getY(),bulletQuat.getZ(),bulletQuat.getW());
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Vectormath::Aos::Quat vmQuat((float)bulletQuat.getX(),(float)bulletQuat.getY(),(float)bulletQuat.getZ(),(float)bulletQuat.getW());
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return vmQuat;
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}
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