Add setUserIndex/getUserIndex (int index) to btCollisionShape
Share physics setup of BasicDemo between different graphics frameworks, see Demos\BasicDemo\BasicDemoPhysicsSetup.* Plan is to do this for all Bullet demos. Improve gwen performance and cursor navigation for tree control. tweak shadowmap size SimpleOpenGL3App::registerCubeShape accepts half extents
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@@ -210,12 +210,35 @@ void SimpleOpenGL3App::drawText( const char* txt, int posX, int posY)
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glDisable(GL_BLEND);
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}
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int SimpleOpenGL3App::registerCubeShape()
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int SimpleOpenGL3App::registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ)
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{
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struct GfxVertex
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{
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float x,y,z,w;
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float nx,ny,nz;
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float u,v;
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};
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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int shapeId = m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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b3AlignedObjectArray<GfxVertex> verts;
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verts.resize(numVertices);
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for (int i=0;i<numVertices;i++)
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{
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verts[i].x = halfExtentsX*cube_vertices[i*9];
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verts[i].y = halfExtentsY*cube_vertices[i*9+1];
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verts[i].z = halfExtentsZ*cube_vertices[i*9+2];
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verts[i].w = cube_vertices[i*9+3];
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verts[i].nx = cube_vertices[i*9+4];
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verts[i].ny = cube_vertices[i*9+5];
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verts[i].nz = cube_vertices[i*9+6];
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verts[i].u = cube_vertices[i*9+7];
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verts[i].v = cube_vertices[i*9+8];
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}
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int shapeId = m_instancingRenderer->registerShape(&verts[0].x,numVertices,cube_indices,numIndices);
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return shapeId;
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}
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