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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@@ -91,7 +91,7 @@ void SimplexDemo::displayCallback()
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transA.getOpenGLMatrix( m );
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/// draw the simplex
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m_shapeDrawer.drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
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m_shapeDrawer->drawOpenGL(m,shapePtr[i],btVector3(1,1,1),getDebugMode(),worldBoundsMin,worldBoundsMax);
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/// calculate closest point from simplex to the origin, and draw this vector
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simplex.calcClosest(m);
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