Improved BulletSoftBody serialization, added cluster support. Joints and copying data from GPU back to softbody are the main todo.
Updated the Bullet/Demos/SerializeDemo to load .bullet files with the softbody data. BulletSoftBody should use getWorldTransform and not getInterpolationWorldTransform Fix btBulletWorldImporter so that it creates a copy of the index/vertex data, this prevents crashes when deleting the .bullet file with triangle meshes.
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@@ -396,7 +396,7 @@ public:
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const btTransform& xform() const
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{
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static const btTransform identity=btTransform::getIdentity();
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if(m_collisionObject) return(m_collisionObject->getInterpolationWorldTransform());
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if(m_collisionObject) return(m_collisionObject->getWorldTransform());
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if(m_soft) return(m_soft->m_framexform);
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return(identity);
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}
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@@ -665,9 +665,13 @@ public:
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//
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/* ctor */
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btSoftBody( btSoftBodyWorldInfo* worldInfo,int node_count,
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const btVector3* x,
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const btScalar* m);
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btSoftBody( btSoftBodyWorldInfo* worldInfo,int node_count, const btVector3* x, const btScalar* m);
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/* ctor */
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btSoftBody( btSoftBodyWorldInfo* worldInfo);
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void initDefaults();
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/* dtor */
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virtual ~btSoftBody();
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/* Check for existing link */
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