make btHashMap data protected (not private) for easier serialization
move btTriangleInfoMap.h into its own header, into the BulletCollision/CollisionShapes folder add btTriangleInfoMap pointer to btBvhTriangleMeshShape, so we don't need to use the 'userpointer' anymore preparation for serialization of btTriangleInfoMap. See also http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4603&start=30
This commit is contained in:
@@ -464,11 +464,11 @@ void BenchmarkDemo::createWall(const btVector3& offsetPosition,int stackSize,con
|
||||
btVector3 localInertia(0,0,0);
|
||||
blockShape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
// float diffX = boxSize[0] * 1.0f;
|
||||
float diffY = boxSize[1] * 1.0f;
|
||||
float diffZ = boxSize[2] * 1.0f;
|
||||
// btScalar diffX = boxSize[0] * 1.0f;
|
||||
btScalar diffY = boxSize[1] * 1.0f;
|
||||
btScalar diffZ = boxSize[2] * 1.0f;
|
||||
|
||||
float offset = -stackSize * (diffZ * 2.0f) * 0.5f;
|
||||
btScalar offset = -stackSize * (diffZ * 2.0f) * 0.5f;
|
||||
btVector3 pos(0.0f, diffY, 0.0f);
|
||||
|
||||
btTransform trans;
|
||||
@@ -491,24 +491,24 @@ void BenchmarkDemo::createWall(const btVector3& offsetPosition,int stackSize,con
|
||||
void BenchmarkDemo::createPyramid(const btVector3& offsetPosition,int stackSize,const btVector3& boxSize)
|
||||
{
|
||||
|
||||
float space = 0.000f;
|
||||
btScalar space = 0.000f;
|
||||
btVector3 pos(0.0f, boxSize[1], 0.0f);
|
||||
|
||||
btBoxShape* blockShape = new btBoxShape(btVector3(boxSize[0]-COLLISION_RADIUS,boxSize[1]-COLLISION_RADIUS,boxSize[2]-COLLISION_RADIUS));
|
||||
btTransform trans;
|
||||
trans.setIdentity();
|
||||
|
||||
float mass = 1.f;
|
||||
btScalar mass = 1.f;
|
||||
btVector3 localInertia(0,0,0);
|
||||
blockShape->calculateLocalInertia(mass,localInertia);
|
||||
|
||||
|
||||
float diffX = boxSize[0];
|
||||
float diffY = boxSize[1];
|
||||
float diffZ = boxSize[2];
|
||||
btScalar diffX = boxSize[0];
|
||||
btScalar diffY = boxSize[1];
|
||||
btScalar diffZ = boxSize[2];
|
||||
|
||||
float offsetX = -stackSize * (diffX * 2.0f + space) * 0.5f;
|
||||
float offsetZ = -stackSize * (diffZ * 2.0f + space) * 0.5f;
|
||||
btScalar offsetX = -stackSize * (diffX * 2.0f + space) * 0.5f;
|
||||
btScalar offsetZ = -stackSize * (diffZ * 2.0f + space) * 0.5f;
|
||||
while(stackSize) {
|
||||
for(int j=0;j<stackSize;j++) {
|
||||
pos[2] = offsetZ + (float)j * (diffZ * 2.0f + space);
|
||||
|
||||
Reference in New Issue
Block a user