added some comments, to clarify unit-test/brute force implementations.
This commit is contained in:
@@ -199,7 +199,7 @@ void BasicDemo::initPhysics()
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localCreateRigidBody(btScalar(0.),groundTransform,groundShape);
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//create a few dynamic sphere rigidbodies (re-using the same sphere shape)
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//btCollisionShape* sphereShape = new btBoxShape(btVector3(1,1,1));
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//btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
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btCollisionShape* colShape = new btSphereShape(btScalar(1.));
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m_collisionShapes.push_back(colShape);
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@@ -275,7 +275,7 @@ void ConvexDecompositionDemo::initPhysics(const char* filename)
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};
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if (0)//tcount)
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if (tcount)
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{
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btTriangleMesh* trimesh = new btTriangleMesh();
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@@ -333,14 +333,17 @@ void RagdollDemo::initPhysics()
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}
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// Spawn one ragdoll
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spawnRagdoll();
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btVector3 startOffset(1,0.5,0);
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spawnRagdoll(startOffset);
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startOffset.setValue(-1,0.5,0);
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spawnRagdoll(startOffset);
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clientResetScene();
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}
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void RagdollDemo::spawnRagdoll(bool random)
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void RagdollDemo::spawnRagdoll(const btVector3& startOffset)
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{
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RagDoll* ragDoll = new RagDoll (m_dynamicsWorld, btVector3 (0,1,0));
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RagDoll* ragDoll = new RagDoll (m_dynamicsWorld, startOffset);
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m_ragdolls.push_back(ragDoll);
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}
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@@ -383,8 +386,11 @@ void RagdollDemo::keyboardCallback(unsigned char key, int x, int y)
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switch (key)
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{
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case 'e':
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spawnRagdoll(true);
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{
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btVector3 startOffset(0,2,0);
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spawnRagdoll(startOffset);
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break;
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}
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default:
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DemoApplication::keyboardCallback(key, x, y);
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}
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@@ -55,7 +55,7 @@ public:
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exitPhysics();
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}
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void spawnRagdoll(bool random = false);
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void spawnRagdoll(const btVector3& startOffset);
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virtual void clientMoveAndDisplay();
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@@ -49,6 +49,8 @@ struct btSimpleBroadphaseProxy : public btBroadphaseProxy
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};
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///SimpleBroadphase is a brute force aabb culling broadphase based on O(n^2) aabb checks
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///btSimpleBroadphase is just a unit-test implementation to verify and test other broadphases.
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///So please don't use this class, but use bt32BitAxisSweep3 or btAxisSweep3 instead!
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class btSimpleBroadphase : public btBroadphaseInterface
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{
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@@ -597,7 +597,6 @@ void btOptimizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback* nodeCallb
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{
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//either choose recursive traversal (walkTree) or stackless (walkStacklessTree)
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if (m_useQuantization)
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{
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///quantize query AABB
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@@ -137,7 +137,7 @@ const btVector3& btTriangleMeshShape::getLocalScaling() const
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//#define DEBUG_TRIANGLE_MESH
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/*
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void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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struct FilteredCallback : public btInternalTriangleIndexCallback
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@@ -171,8 +171,6 @@ void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const
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}
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*/
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@@ -28,9 +28,11 @@ protected:
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btVector3 m_localAabbMax;
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btStridingMeshInterface* m_meshInterface;
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///btTriangleMeshShape constructor has been disabled/protected, so that users will not mistakenly use this class.
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///Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
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btTriangleMeshShape(btStridingMeshInterface* meshInterface);
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public:
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btTriangleMeshShape(btStridingMeshInterface* meshInterface);
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virtual ~btTriangleMeshShape();
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@@ -51,12 +53,7 @@ public:
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
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//this is a brute force processAllTriangles implementation to compare/unit test the btBvhTriangleMeshShape.
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//it has been disabled, so that users will not mistakenly use this class.
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//Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
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/*
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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*/
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virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;
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@@ -20,7 +20,7 @@ subject to the following restrictions:
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///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld.
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///This copes with fast moving objects that otherwise would tunnel/miss collisions.
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///Under construction, don't use yet!
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///Under construction, don't use yet! Please use btDiscreteDynamicsWorld instead.
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class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld
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{
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@@ -22,11 +22,8 @@ class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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///btSimpleDynamicsWorld demonstrates very basic usage of Bullet rigid body dynamics
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///It can be used for basic simulations, and as a starting point for porting Bullet
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///btSimpleDynamicsWorld lacks object deactivation, island management and other concepts.
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///For more complicated simulations, btDiscreteDynamicsWorld and btContinuousDynamicsWorld are recommended
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///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
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///btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
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///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished).
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class btSimpleDynamicsWorld : public btDynamicsWorld
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{
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protected:
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