Added btCapsuleShape. This could already be simulated by simply adding 2 spheres to the btMultiSphereShape, but this was bad documented/unknown.
For tapered capsules, you can still use btMultiSphereShape, just pass 2 spheres with different radius.
This commit is contained in:
@@ -36,7 +36,7 @@ subject to the following restrictions:
|
||||
#include "BulletCollision/CollisionShapes/btCylinderShape.h"
|
||||
#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
|
||||
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
|
||||
|
||||
#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
|
||||
#include "BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
|
||||
|
||||
|
||||
@@ -257,6 +257,46 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
void GL_ShapeDrawer::drawCylinder(float radius,float halfHeight, int upAxis)
|
||||
{
|
||||
|
||||
|
||||
glPushMatrix();
|
||||
switch (upAxis)
|
||||
{
|
||||
case 0:
|
||||
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
||||
glTranslatef(0.0, 0.0, -halfHeight);
|
||||
break;
|
||||
case 1:
|
||||
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
||||
glTranslatef(0.0, 0.0, -halfHeight);
|
||||
break;
|
||||
case 2:
|
||||
|
||||
glTranslatef(0.0, 0.0, -halfHeight);
|
||||
break;
|
||||
default:
|
||||
{
|
||||
assert(0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
GLUquadricObj *quadObj = gluNewQuadric();
|
||||
|
||||
//The gluCylinder subroutine draws a cylinder that is oriented along the z axis.
|
||||
//The base of the cylinder is placed at z = 0; the top of the cylinder is placed at z=height.
|
||||
//Like a sphere, the cylinder is subdivided around the z axis into slices and along the z axis into stacks.
|
||||
|
||||
gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
|
||||
gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
|
||||
|
||||
|
||||
gluCylinder(quadObj, radius, radius, 2.f*halfHeight, 15, 10);
|
||||
glPopMatrix();
|
||||
gluDeleteQuadric(quadObj);
|
||||
}
|
||||
|
||||
void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode)
|
||||
{
|
||||
@@ -319,7 +359,29 @@ void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, cons
|
||||
useWireframeFallback = false;
|
||||
break;
|
||||
}
|
||||
case CAPSULE_SHAPE_PROXYTYPE:
|
||||
{
|
||||
const btCapsuleShape* capsuleShape = static_cast<const btCapsuleShape*>(shape);
|
||||
float radius = capsuleShape->getRadius();
|
||||
float halfHeight = capsuleShape->getHalfHeight();
|
||||
int upAxis = 1;
|
||||
|
||||
drawCylinder(radius,halfHeight,upAxis);
|
||||
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(0.0, -halfHeight,0.0);
|
||||
glutSolidSphere(radius,10,10);
|
||||
glTranslatef(0.0, 2*halfHeight,0.0);
|
||||
glutSolidSphere(radius,10,10);
|
||||
glPopMatrix();
|
||||
useWireframeFallback = false;
|
||||
break;
|
||||
}
|
||||
case MULTI_SPHERE_SHAPE_PROXYTYPE:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case CONE_SHAPE_PROXYTYPE:
|
||||
{
|
||||
const btConeShape* coneShape = static_cast<const btConeShape*>(shape);
|
||||
@@ -344,43 +406,11 @@ void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, cons
|
||||
const btCylinderShape* cylinder = static_cast<const btCylinderShape*>(shape);
|
||||
int upAxis = cylinder->getUpAxis();
|
||||
|
||||
GLUquadricObj *quadObj = gluNewQuadric();
|
||||
|
||||
float radius = cylinder->getRadius();
|
||||
float halfHeight = cylinder->getHalfExtents()[upAxis];
|
||||
|
||||
glPushMatrix();
|
||||
switch (upAxis)
|
||||
{
|
||||
case 0:
|
||||
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
||||
glTranslatef(0.0, 0.0, -halfHeight);
|
||||
break;
|
||||
case 1:
|
||||
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
||||
glTranslatef(0.0, 0.0, -halfHeight);
|
||||
break;
|
||||
case 2:
|
||||
|
||||
glTranslatef(0.0, 0.0, -halfHeight);
|
||||
break;
|
||||
default:
|
||||
{
|
||||
assert(0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//The gluCylinder subroutine draws a cylinder that is oriented along the z axis.
|
||||
//The base of the cylinder is placed at z = 0; the top of the cylinder is placed at z=height.
|
||||
//Like a sphere, the cylinder is subdivided around the z axis into slices and along the z axis into stacks.
|
||||
|
||||
gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
|
||||
gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
|
||||
|
||||
|
||||
gluCylinder(quadObj, radius, radius, 2.f*halfHeight, 15, 10);
|
||||
glPopMatrix();
|
||||
gluDeleteQuadric(quadObj);
|
||||
drawCylinder(radius,halfHeight,upAxis);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user