fixed btSoftBodyConcaveCollisionAlgorithm, wrong bounding box transformation
added vertex welding option for btTriangleMesh (brute-force slow) reject appendFace for some degenerate triangles (all 3 vertices/nodes need to be different) add setVelocity method for btSoftBody
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@@ -25,6 +25,7 @@ subject to the following restrictions:
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///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
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///If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface.
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///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
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///It has a brute-force option to weld together closeby vertices.
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class btTriangleMesh : public btTriangleIndexVertexArray
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{
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btAlignedObjectArray<btVector3> m_4componentVertices;
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@@ -34,11 +35,16 @@ class btTriangleMesh : public btTriangleIndexVertexArray
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btAlignedObjectArray<unsigned short int> m_16bitIndices;
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bool m_use32bitIndices;
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bool m_use4componentVertices;
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public:
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btScalar m_weldingThreshold;
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btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
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int findOrAddVertex(const btVector3& vertex);
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void addIndex(int index);
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bool getUse32bitIndices() const
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{
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return m_use32bitIndices;
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