+ Fix btSubsimplexConvexCast
Thanks to Nacho, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2422) Fix in rendering, GL_STENCIL + btTriangleIndexVertexArray indices should be unsigned int/unsigned short int, + Made InternalProcessAllTriangles virtual, thanks to Both thank to Fullmetalcoder, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2401 +clamp impulse for btPoint2PointConstraint Thanks to Martijn Reuvers, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2418 + Free memory of bvh, pass in scaling factor (optional) Thanks to Roy Eltham, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2375
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@@ -404,9 +404,9 @@ void spuWalkStacklessQuantizedTreeAgainstRays(RaycastTask_LocalStoreMemory* lsMe
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#define RAYAABB2
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#ifdef RAYAABB2
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unsigned int sign[numWorkUnits][3];
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btVector3 rayInvDirection[numWorkUnits];
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btScalar lambda_max[numWorkUnits];
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unsigned int sign[SPU_RAYCAST_WORK_UNITS_PER_TASK][3];
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btVector3 rayInvDirection[SPU_RAYCAST_WORK_UNITS_PER_TASK];
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btScalar lambda_max[SPU_RAYCAST_WORK_UNITS_PER_TASK];
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for (int i = 0; i < numWorkUnits; i++)
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{
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btVector3 rayDirection = (rayTo[i]-rayFrom[i]);
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@@ -512,10 +512,10 @@ void performRaycastAgainstConcave (RaycastGatheredObjectData* gatheredObjectData
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//need the mesh interface, for access to triangle vertices
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dmaBvhShapeData (&(lsMemPtr->bvhShapeData), trimeshShape);
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unsigned short int quantizedQueryAabbMin[numWorkUnits][3];
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unsigned short int quantizedQueryAabbMax[numWorkUnits][3];
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btVector3 rayFromInTriangleSpace[numWorkUnits];
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btVector3 rayToInTriangleSpace[numWorkUnits];
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unsigned short int quantizedQueryAabbMin[SPU_RAYCAST_WORK_UNITS_PER_TASK][3];
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unsigned short int quantizedQueryAabbMax[SPU_RAYCAST_WORK_UNITS_PER_TASK][3];
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btVector3 rayFromInTriangleSpace[SPU_RAYCAST_WORK_UNITS_PER_TASK];
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btVector3 rayToInTriangleSpace[SPU_RAYCAST_WORK_UNITS_PER_TASK];
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/* Calculate the AABB for the ray in the triangle mesh shape */
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btTransform rayInTriangleSpace;
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@@ -781,4 +781,4 @@ void processRaycastTask(void* userPtr, void* lsMemory)
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}
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}
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}
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}
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}
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