Fix shapekey swapping issue with triangle meshes, see http://code.google.com/p/bullet/issues/detail?id=316
Revert btHashKeyPtr and introduce btHashPtr (to avoid breaking API/COLLADA Converter), see http://code.google.com/p/bullet/issues/detail?id=318 Disable separating distance util (it just costs CPU cycles and is disabled by default in the API anyway)
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@@ -121,12 +121,16 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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ob->internalSetTemporaryCollisionShape( &tm );
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(m_convexBody,m_triBody,m_manifoldPtr);
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///this should use the btDispatcher, so the actual registered algorithm is used
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// btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);
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m_resultOut->setShapeIdentifiersB(partId,triangleIndex);
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if (m_resultOut->getBody0Internal() == m_triBody)
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{
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m_resultOut->setShapeIdentifiersA(partId,triangleIndex);
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}
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else
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{
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m_resultOut->setShapeIdentifiersB(partId,triangleIndex);
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}
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// cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->~btCollisionAlgorithm();
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ci.m_dispatcher1->freeCollisionAlgorithm(colAlgo);
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@@ -332,7 +332,11 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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#ifdef USE_SEPDISTANCE_UTIL2
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m_sepDistance.updateSeparatingDistance(body0->getWorldTransform(),body1->getWorldTransform());
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if (dispatchInfo.m_useConvexConservativeDistanceUtil)
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{
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m_sepDistance.updateSeparatingDistance(body0->getWorldTransform(),body1->getWorldTransform());
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}
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if (!dispatchInfo.m_useConvexConservativeDistanceUtil || m_sepDistance.getConservativeSeparatingDistance()<=0.f)
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#endif //USE_SEPDISTANCE_UTIL2
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@@ -385,7 +389,7 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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//now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects
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//perform perturbation when more then 'm_minimumPointsPerturbationThreshold' points
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if (resultOut->getPersistentManifold()->getNumContacts() < m_minimumPointsPerturbationThreshold)
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if (m_numPerturbationIterations && resultOut->getPersistentManifold()->getNumContacts() < m_minimumPointsPerturbationThreshold)
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{
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int i;
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@@ -418,6 +422,8 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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for ( i=0;i<m_numPerturbationIterations;i++)
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{
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if (v0.length2()>SIMD_EPSILON)
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{
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btQuaternion perturbeRot(v0,perturbeAngle);
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btScalar iterationAngle = i*(SIMD_2_PI/btScalar(m_numPerturbationIterations));
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btQuaternion rotq(sepNormalWorldSpace,iterationAngle);
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@@ -441,7 +447,7 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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btPerturbedContactResult perturbedResultOut(resultOut,input.m_transformA,input.m_transformB,unPerturbedTransform,perturbeA,dispatchInfo.m_debugDraw);
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gjkPairDetector.getClosestPoints(input,perturbedResultOut,dispatchInfo.m_debugDraw);
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}
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}
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}
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@@ -32,7 +32,7 @@ class btConvexPenetrationDepthSolver;
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///Either improve GJK for large size ratios (testing a 100 units versus a 0.1 unit object) or only enable the util
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///for certain pairs that have a small size ratio
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#define USE_SEPDISTANCE_UTIL2 1
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//#define USE_SEPDISTANCE_UTIL2 1
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///The convexConvexAlgorithm collision algorithm implements time of impact, convex closest points and penetration depth calculations between two convex objects.
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///Multiple contact points are calculated by perturbing the orientation of the smallest object orthogonal to the separating normal.
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