some minor work on soft body, to make it easier to integrate into apps.
This commit is contained in:
@@ -117,5 +117,5 @@ const btVector3& btScaledBvhTriangleMeshShape::getLocalScaling() const
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void btScaledBvhTriangleMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
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{
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///don't make this a movable object!
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btAssert(0);
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// btAssert(0);
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}
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@@ -39,7 +39,7 @@ public:
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virtual int getShapeType() const
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{
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//use un-used 'FAST_CONCAVE_MESH_PROXYTYPE' for now, later add SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE to btBroadphaseProxy.h
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return FAST_CONCAVE_MESH_PROXYTYPE;
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return SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE;
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}
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
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@@ -49,6 +49,16 @@ public:
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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btBvhTriangleMeshShape* getChildShape()
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{
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return m_bvhTriMeshShape;
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}
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const btBvhTriangleMeshShape* getChildShape() const
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{
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return m_bvhTriMeshShape;
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}
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//debugging
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virtual const char* getName()const {return "SCALEDBVHTRIANGLEMESH";}
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@@ -1,34 +1,34 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_TRIANGLE_BUFFER_H
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#define BT_TRIANGLE_BUFFER_H
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#include "btTriangleCallback.h"
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#include "LinearMath/btAlignedObjectArray.h"
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struct btTriangle
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{
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btVector3 m_vertex0;
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btVector3 m_vertex1;
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btVector3 m_vertex2;
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int m_partId;
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int m_triangleIndex;
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};
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///btTriangleBuffer can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_TRIANGLE_BUFFER_H
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#define BT_TRIANGLE_BUFFER_H
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#include "btTriangleCallback.h"
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#include "LinearMath/btAlignedObjectArray.h"
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struct btTriangle
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{
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btVector3 m_vertex0;
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btVector3 m_vertex1;
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btVector3 m_vertex2;
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int m_partId;
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int m_triangleIndex;
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};
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///btTriangleBuffer can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
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///Example usage of this class:
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/// btTriangleBuffer triBuf;
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/// concaveShape->processAllTriangles(&triBuf,aabbMin, aabbMax);
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@@ -36,34 +36,34 @@ struct btTriangle
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/// {
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/// const btTriangle& tri = triBuf.getTriangle(i);
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/// //do something useful here with the triangle
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/// }
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class btTriangleBuffer : public btTriangleCallback
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{
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btAlignedObjectArray<btTriangle> m_triangleBuffer;
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public:
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virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
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int getNumTriangles() const
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{
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return int(m_triangleBuffer.size());
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}
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const btTriangle& getTriangle(int index) const
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{
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return m_triangleBuffer[index];
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}
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void clearBuffer()
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{
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m_triangleBuffer.clear();
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}
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};
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#endif //BT_TRIANGLE_BUFFER_H
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/// }
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class btTriangleBuffer : public btTriangleCallback
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{
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btAlignedObjectArray<btTriangle> m_triangleBuffer;
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public:
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virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
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int getNumTriangles() const
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{
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return int(m_triangleBuffer.size());
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}
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const btTriangle& getTriangle(int index) const
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{
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return m_triangleBuffer[index];
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}
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void clearBuffer()
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{
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m_triangleBuffer.clear();
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}
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};
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#endif //BT_TRIANGLE_BUFFER_H
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