added some comments, to clarify unit-test/brute force implementations.

This commit is contained in:
ejcoumans
2007-11-02 01:14:29 +00:00
parent 974ad5ac1b
commit e755d1ed4e
10 changed files with 84 additions and 85 deletions

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@@ -199,7 +199,7 @@ void BasicDemo::initPhysics()
localCreateRigidBody(btScalar(0.),groundTransform,groundShape); localCreateRigidBody(btScalar(0.),groundTransform,groundShape);
//create a few dynamic sphere rigidbodies (re-using the same sphere shape) //create a few dynamic sphere rigidbodies (re-using the same sphere shape)
//btCollisionShape* sphereShape = new btBoxShape(btVector3(1,1,1)); //btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
btCollisionShape* colShape = new btSphereShape(btScalar(1.)); btCollisionShape* colShape = new btSphereShape(btScalar(1.));
m_collisionShapes.push_back(colShape); m_collisionShapes.push_back(colShape);

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@@ -275,7 +275,7 @@ void ConvexDecompositionDemo::initPhysics(const char* filename)
}; };
if (0)//tcount) if (tcount)
{ {
btTriangleMesh* trimesh = new btTriangleMesh(); btTriangleMesh* trimesh = new btTriangleMesh();

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@@ -333,14 +333,17 @@ void RagdollDemo::initPhysics()
} }
// Spawn one ragdoll // Spawn one ragdoll
spawnRagdoll(); btVector3 startOffset(1,0.5,0);
spawnRagdoll(startOffset);
startOffset.setValue(-1,0.5,0);
spawnRagdoll(startOffset);
clientResetScene(); clientResetScene();
} }
void RagdollDemo::spawnRagdoll(bool random) void RagdollDemo::spawnRagdoll(const btVector3& startOffset)
{ {
RagDoll* ragDoll = new RagDoll (m_dynamicsWorld, btVector3 (0,1,0)); RagDoll* ragDoll = new RagDoll (m_dynamicsWorld, startOffset);
m_ragdolls.push_back(ragDoll); m_ragdolls.push_back(ragDoll);
} }
@@ -383,8 +386,11 @@ void RagdollDemo::keyboardCallback(unsigned char key, int x, int y)
switch (key) switch (key)
{ {
case 'e': case 'e':
spawnRagdoll(true); {
btVector3 startOffset(0,2,0);
spawnRagdoll(startOffset);
break; break;
}
default: default:
DemoApplication::keyboardCallback(key, x, y); DemoApplication::keyboardCallback(key, x, y);
} }

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@@ -55,7 +55,7 @@ public:
exitPhysics(); exitPhysics();
} }
void spawnRagdoll(bool random = false); void spawnRagdoll(const btVector3& startOffset);
virtual void clientMoveAndDisplay(); virtual void clientMoveAndDisplay();

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@@ -49,6 +49,8 @@ struct btSimpleBroadphaseProxy : public btBroadphaseProxy
}; };
///SimpleBroadphase is a brute force aabb culling broadphase based on O(n^2) aabb checks ///SimpleBroadphase is a brute force aabb culling broadphase based on O(n^2) aabb checks
///btSimpleBroadphase is just a unit-test implementation to verify and test other broadphases.
///So please don't use this class, but use bt32BitAxisSweep3 or btAxisSweep3 instead!
class btSimpleBroadphase : public btBroadphaseInterface class btSimpleBroadphase : public btBroadphaseInterface
{ {

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@@ -597,7 +597,6 @@ void btOptimizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback* nodeCallb
{ {
//either choose recursive traversal (walkTree) or stackless (walkStacklessTree) //either choose recursive traversal (walkTree) or stackless (walkStacklessTree)
if (m_useQuantization) if (m_useQuantization)
{ {
///quantize query AABB ///quantize query AABB

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@@ -137,7 +137,7 @@ const btVector3& btTriangleMeshShape::getLocalScaling() const
//#define DEBUG_TRIANGLE_MESH //#define DEBUG_TRIANGLE_MESH
/*
void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
{ {
struct FilteredCallback : public btInternalTriangleIndexCallback struct FilteredCallback : public btInternalTriangleIndexCallback
@@ -171,8 +171,6 @@ void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const
} }
*/

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@@ -28,9 +28,11 @@ protected:
btVector3 m_localAabbMax; btVector3 m_localAabbMax;
btStridingMeshInterface* m_meshInterface; btStridingMeshInterface* m_meshInterface;
///btTriangleMeshShape constructor has been disabled/protected, so that users will not mistakenly use this class.
///Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
btTriangleMeshShape(btStridingMeshInterface* meshInterface);
public: public:
btTriangleMeshShape(btStridingMeshInterface* meshInterface);
virtual ~btTriangleMeshShape(); virtual ~btTriangleMeshShape();
@@ -51,12 +53,7 @@ public:
virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const; virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
//this is a brute force processAllTriangles implementation to compare/unit test the btBvhTriangleMeshShape.
//it has been disabled, so that users will not mistakenly use this class.
//Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
/*
virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const; virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
*/
virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const; virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;

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@@ -20,7 +20,7 @@ subject to the following restrictions:
///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld. ///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld.
///This copes with fast moving objects that otherwise would tunnel/miss collisions. ///This copes with fast moving objects that otherwise would tunnel/miss collisions.
///Under construction, don't use yet! ///Under construction, don't use yet! Please use btDiscreteDynamicsWorld instead.
class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld
{ {

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@@ -22,11 +22,8 @@ class btDispatcher;
class btOverlappingPairCache; class btOverlappingPairCache;
class btConstraintSolver; class btConstraintSolver;
///btSimpleDynamicsWorld demonstrates very basic usage of Bullet rigid body dynamics ///btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
///It can be used for basic simulations, and as a starting point for porting Bullet ///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished).
///btSimpleDynamicsWorld lacks object deactivation, island management and other concepts.
///For more complicated simulations, btDiscreteDynamicsWorld and btContinuousDynamicsWorld are recommended
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
class btSimpleDynamicsWorld : public btDynamicsWorld class btSimpleDynamicsWorld : public btDynamicsWorld
{ {
protected: protected: