Added Height Field Fluid Demo to Bullet. All code stored in the Demos/HeightFieldFluidDemo directory for now.
Please see HfFluidDemo.cpp for examples of how to use the height field fluid along with buoyant collision shapes. The implementation is still lacking in my ways: 1) Need to complete more collision algorithms for buoyant collision shapes 2) Support compound buoyant shapes 3) The buoyancy model isn't that great 4) Fluid volume can be lost over time
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@@ -25,6 +25,7 @@ class btShapeHull;
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/// OpenGL shape drawing
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class GL_ShapeDrawer
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{
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protected:
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struct ShapeCache
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{
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struct Edge { btVector3 n[2];int v[2]; };
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@@ -38,17 +39,17 @@ class GL_ShapeDrawer
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bool m_textureenabled;
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bool m_textureinitialized;
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private:
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ShapeCache* cache(btConvexShape*);
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public:
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public:
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GL_ShapeDrawer();
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virtual ~GL_ShapeDrawer();
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///drawOpenGL might allocate temporary memoty, stores pointer in shape userpointer
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void drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
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void drawShadow(btScalar* m, const btVector3& extrusion,const btCollisionShape* shape,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
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virtual void drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
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virtual void drawShadow(btScalar* m, const btVector3& extrusion,const btCollisionShape* shape,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax);
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bool enableTexture(bool enable) { bool p=m_textureenabled;m_textureenabled=enable;return(p); }
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bool hasTextureEnabled() const
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@@ -64,4 +65,4 @@ class GL_ShapeDrawer
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void OGL_displaylist_register_shape(btCollisionShape * shape);
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void OGL_displaylist_clean();
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#endif //GL_SHAPE_DRAWER_H
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#endif //GL_SHAPE_DRAWER_H
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