use collision margin of btBvhTriangleMeshShape for convexTest.

Thanks to reltham for the contribution.
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2121&p=8454#p8454
This commit is contained in:
erwin.coumans
2008-05-18 01:15:00 +00:00
parent 0b48b1c76b
commit 6a69fe7f3b
3 changed files with 8 additions and 5 deletions

View File

@@ -105,19 +105,21 @@ void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId,
}
btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld)
btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin)
{
m_convexShape = convexShape;
m_convexShapeFrom = convexShapeFrom;
m_convexShapeTo = convexShapeTo;
m_triangleToWorld = triangleToWorld;
m_hitFraction = 1.0;
m_triangleCollisionMargin = triangleCollisionMargin;
}
void
btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex)
{
btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
triangleShape.setMargin(m_triangleCollisionMargin);
btVoronoiSimplexSolver simplexSolver;
@@ -157,4 +159,4 @@ btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId,
}
}
}
}
}