add support for BVH acceleration for concave trianglemesh collision against convex hulls
bugfix/improvement in batching
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@@ -166,9 +166,9 @@ GraphicsShape* createGraphicsShapeFromWavefrontObj(objLoader* obj)
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void ConcaveScene::setupScene(const ConstructionInfo& ci)
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{
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objLoader* objData = new objLoader();
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//char* fileName = "data/plane.obj";
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char* fileName = "data/teddy.obj";//"plane.obj";
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//char* fileName = "data/sponza_closed.obj";//"plane.obj";
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//char* fileName = "data/plane100.obj";
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//char* fileName = "data/teddy.obj";//"plane.obj";
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char* fileName = "data/sponza_closed.obj";//"plane.obj";
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FILE* f = 0;
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@@ -200,16 +200,16 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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{
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GraphicsShape* shape = createGraphicsShapeFromWavefrontObj(objData);
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btVector4 scaling(1,1,1,1);
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btVector4 scaling(4,4,4,1);
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btAlignedObjectArray<btVector3> verts;
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for (int i=0;i<shape->m_numvertices;i++)
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{
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btVector3 vtx = (btVector3&)shape->m_vertices->at(i).xyzw;
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verts.push_back(vtx);
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verts.push_back(vtx*scaling);
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}
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int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,scaling);
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int colIndex = m_data->m_np->registerConcaveMesh(&verts,shape->m_indices,btVector3(1,1,1));
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{
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int strideInBytes = 9*sizeof(float);
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@@ -222,7 +222,7 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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int shapeId = ci.m_instancingRenderer->registerShape(&shape->m_vertices->at(0).xyzw[0], shape->m_numvertices, &shape->m_indices->at(0), shape->m_numIndices);
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btQuaternion orn(0,0,0,1);
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btVector4 color(0,1,0,1.f);//0.5);
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btVector4 color(0,0,1,1.f);//0.5);//1.f
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{
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@@ -262,7 +262,8 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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{
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float mass = 1;
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btVector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ);
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//btVector3 position(-2*ci.gapX+i*ci.gapX,25+j*ci.gapY,-2*ci.gapZ+k*ci.gapZ);
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btVector3 position(-(ci.arraySizeX/2)*ci.gapX+i*ci.gapX,5+j*ci.gapY,-(ci.arraySizeZ/2)*ci.gapZ+k*ci.gapZ);
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btQuaternion orn(1,0,0,0);
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btVector4 color(0,1,0,1);
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@@ -278,6 +279,6 @@ void ConcaveScene::setupScene(const ConstructionInfo& ci)
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float camPos[4]={0,0,0,0};//65.5,4.5,65.5,0};
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//float camPos[4]={1,12.5,1.5,0};
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(50);
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m_instancingRenderer->setCameraDistance(120);
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}
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