Synchronize changes from branches/GpuClothAMD to trunk
Main improvements are: GPU cloth collision detection against a capsule shape ,OpenCL-OpenGL interoperability (keeping data buffers on GPU), and bug fixes Thanks to Lee Howes
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@@ -34,10 +34,13 @@ btDefaultSoftBodySolver::~btDefaultSoftBodySolver()
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{
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}
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// In this case the data is already in the soft bodies so there is no need for us to do anything
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void btDefaultSoftBodySolver::copyBackToSoftBodies()
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{
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}
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void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies )
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void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate)
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{
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m_softBodySet.copyFromArray( softBodies );
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}
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@@ -121,6 +124,17 @@ void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody *cons
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}
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} // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
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void btDefaultSoftBodySolver::processCollision( btSoftBody* softBody, btSoftBody* otherSoftBody)
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{
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softBody->defaultCollisionHandler( otherSoftBody);
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}
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// For the default solver just leave the soft body to do its collision processing
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void btDefaultSoftBodySolver::processCollision( btSoftBody *softBody, btCollisionObject* collisionObject )
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{
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softBody->defaultCollisionHandler( collisionObject );
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} // btDefaultSoftBodySolver::processCollision
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void btDefaultSoftBodySolver::predictMotion( float timeStep )
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{
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