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
This commit is contained in:
erwin.coumans
2011-02-27 09:07:07 +00:00
parent ec1bd45f4f
commit d52f58edd8
37 changed files with 3267 additions and 2481 deletions

View File

@@ -34,10 +34,13 @@ btDefaultSoftBodySolver::~btDefaultSoftBodySolver()
{
}
// In this case the data is already in the soft bodies so there is no need for us to do anything
void btDefaultSoftBodySolver::copyBackToSoftBodies()
{
}
void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies )
void btDefaultSoftBodySolver::optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate)
{
m_softBodySet.copyFromArray( softBodies );
}
@@ -121,6 +124,17 @@ void btDefaultSoftBodySolver::copySoftBodyToVertexBuffer( const btSoftBody *cons
}
} // btDefaultSoftBodySolver::copySoftBodyToVertexBuffer
void btDefaultSoftBodySolver::processCollision( btSoftBody* softBody, btSoftBody* otherSoftBody)
{
softBody->defaultCollisionHandler( otherSoftBody);
}
// For the default solver just leave the soft body to do its collision processing
void btDefaultSoftBodySolver::processCollision( btSoftBody *softBody, btCollisionObject* collisionObject )
{
softBody->defaultCollisionHandler( collisionObject );
} // btDefaultSoftBodySolver::processCollision
void btDefaultSoftBodySolver::predictMotion( float timeStep )
{