Refactored SpuGatheringCollisionTask to use code in SpuCollisionShapes.
More work on SpuBatchRaycaster. It is working now on the PS3 and Windows.
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@@ -20,7 +20,7 @@ subject to the following restrictions:
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#include "SpuPreferredPenetrationDirections.h"
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#include "SpuLocalSupport.h"
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#include "SpuCollisionShapes.h"
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#define NUM_UNITSPHERE_POINTS 42
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static btVector3 sPenetrationDirections[NUM_UNITSPHERE_POINTS+MAX_PREFERRED_PENETRATION_DIRECTIONS*2] =
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@@ -74,7 +74,8 @@ bool SpuMinkowskiPenetrationDepthSolver::calcPenDepth( SpuVoronoiSimplexSolver&
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btTransform& transA,const btTransform& transB,
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btVector3& v, btPoint3& pa, btPoint3& pb,
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class btIDebugDraw* debugDraw,btStackAlloc* stackAlloc,
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struct SpuConvexPolyhedronVertexData* convexVertexData
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struct SpuConvexPolyhedronVertexData* convexVertexDataA,
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struct SpuConvexPolyhedronVertexData* convexVertexDataB
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) const
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{
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@@ -241,8 +242,8 @@ bool SpuMinkowskiPenetrationDepthSolver::calcPenDepth( SpuVoronoiSimplexSolver&
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seperatingAxisInA = (-norm)* transA.getBasis();
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seperatingAxisInB = norm* transB.getBasis();
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pInA = localGetSupportingVertexWithoutMargin(shapeTypeA, convexA, seperatingAxisInA,convexVertexData);//, NULL);
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qInB = localGetSupportingVertexWithoutMargin(shapeTypeB, convexB, seperatingAxisInB,convexVertexData);//, NULL);
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pInA = localGetSupportingVertexWithoutMargin(shapeTypeA, convexA, seperatingAxisInA,convexVertexDataA);//, NULL);
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qInB = localGetSupportingVertexWithoutMargin(shapeTypeB, convexB, seperatingAxisInB,convexVertexDataB);//, NULL);
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// pInA = convexA->localGetSupportingVertexWithoutMargin(seperatingAxisInA);
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// qInB = convexB->localGetSupportingVertexWithoutMargin(seperatingAxisInB);
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@@ -299,7 +300,8 @@ bool SpuMinkowskiPenetrationDepthSolver::calcPenDepth( SpuVoronoiSimplexSolver&
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SpuClosestPointInput input;
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input.m_convexVertexData = convexVertexData;
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input.m_convexVertexData[0] = convexVertexDataA;
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input.m_convexVertexData[1] = convexVertexDataB;
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btVector3 newOrg = transA.getOrigin() + offset;
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btTransform displacedTrans = transA;
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