+ disable perturbation for btConvexPlaneCollisionAlgorithm, it introduces artifacts (additional points cause spheres/cylinders and other curved objects to move)
+ applied patch to mix double/single precision meshes independent from double/single precision Bullet build Thanks to Ole for the patch, http://code.google.com/p/bullet/issues/detail?id=213 + re-enable warming starting in constraint solver, it was disabled by accident + fix btConvexHullShape constructor, so accept vertices with non-16-byte striding Thanks Shawn Baird for report and fix: http://code.google.com/p/bullet/issues/detail?id=204
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@@ -25,18 +25,33 @@ subject to the following restrictions:
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///Instead of the number of indices, we pass the number of triangles.
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ATTRIBUTE_ALIGNED16( struct) btIndexedMesh
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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BT_DECLARE_ALIGNED_ALLOCATOR();
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int m_numTriangles;
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const unsigned char * m_triangleIndexBase;
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int m_triangleIndexStride;
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int m_numVertices;
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const unsigned char * m_vertexBase;
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int m_vertexStride;
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// The index type is set when adding an indexed mesh to the
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// btTriangleIndexVertexArray, do not set it manually
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PHY_ScalarType m_indexType;
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int pad;
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int m_numTriangles;
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const unsigned char * m_triangleIndexBase;
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int m_triangleIndexStride;
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int m_numVertices;
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const unsigned char * m_vertexBase;
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int m_vertexStride;
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// The index type is set when adding an indexed mesh to the
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// btTriangleIndexVertexArray, do not set it manually
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PHY_ScalarType m_indexType;
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// The vertex type has a default type similar to Bullet's precision mode (float or double)
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// but can be set manually if you for example run Bullet with double precision but have
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// mesh data in single precision..
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PHY_ScalarType m_vertexType;
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btIndexedMesh()
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{
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#ifdef BT_USE_DOUBLE_PRECISION
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m_vertexType = PHY_DOUBLE;
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#else // BT_USE_DOUBLE_PRECISION
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m_vertexType = PHY_FLOAT;
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#endif // BT_USE_DOUBLE_PRECISION
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}
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}
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;
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@@ -69,10 +84,10 @@ public:
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//just to be backwards compatible
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btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
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void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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{
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m_indexedMeshes.push_back(mesh);
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m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
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m_indexedMeshes.push_back(mesh);
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m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
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}
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