Added support for SHORT/WORD indices
Removed references to m_userPointer (in CollisionObject), called it m_userObjectPointer increased view distance in glut demo file
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@@ -60,7 +60,11 @@ struct CollisionObject
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BroadphaseProxy* m_broadphaseHandle;
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CollisionShape* m_collisionShape;
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void* m_userPointer;//not use by Bullet internally
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//users can point to their objects, m_userPointer is not used by Bullet
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void* m_userObjectPointer;
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//m_internalOwner one is used by optional Bullet high level interface
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void* m_internalOwner;
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///time of impact calculation
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float m_hitFraction;
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@@ -23,62 +23,64 @@ StridingMeshInterface::~StridingMeshInterface()
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void StridingMeshInterface::InternalProcessAllTriangles(InternalTriangleIndexCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
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{
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int numtotalphysicsverts = 0;
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int part,graphicssubparts = getNumSubParts();
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const unsigned char * vertexbase;
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const unsigned char * indexbase;
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int indexstride;
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PHY_ScalarType type;
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PHY_ScalarType gfxindextype;
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int stride,numverts,numtriangles;
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int gfxindex;
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SimdVector3 triangle[3];
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int tempIndices[3] = {0,0,0};
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int graphicsindex=0;
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float* graphicsbase;
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SimdVector3 meshScaling = getScaling();
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int numtotalphysicsverts = 0;
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int part,graphicssubparts = getNumSubParts();
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///if the number of parts is big, the performance might drop due to the innerloop switch on indextype
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for (part=0;part<graphicssubparts ;part++)
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{
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const unsigned char * vertexbase;
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const unsigned char * indexbase;
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int indexstride;
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PHY_ScalarType type;
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PHY_ScalarType gfxindextype;
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int stride,numverts,numtriangles;
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getLockedReadOnlyVertexIndexBase(&vertexbase,numverts,type,stride,&indexbase,indexstride,numtriangles,gfxindextype,part);
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numtotalphysicsverts+=numtriangles*3; //upper bound
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int gfxindex;
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SimdVector3 triangle[3];
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for (gfxindex=0;gfxindex<numtriangles;gfxindex++)
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switch (gfxindextype)
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{
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int graphicsindex=0;
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#ifdef DEBUG_TRIANGLE_MESH
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printf("triangle indices:\n");
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#endif //DEBUG_TRIANGLE_MESH
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ASSERT(gfxindextype == PHY_INTEGER);
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int* gfxbase = (int*)(indexbase+gfxindex*indexstride);
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for (int j=2;j>=0;j--)
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case PHY_INTEGER:
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{
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graphicsindex = gfxbase[j];
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#ifdef DEBUG_TRIANGLE_MESH
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printf("%d ,",graphicsindex);
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#endif //DEBUG_TRIANGLE_MESH
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float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
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triangle[j] = SimdVector3(
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graphicsbase[0]*meshScaling.getX(),
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graphicsbase[1]*meshScaling.getY(),
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graphicsbase[2]*meshScaling.getZ());
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#ifdef DEBUG_TRIANGLE_MESH
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printf("triangle vertices:%f,%f,%f\n",triangle[j].x(),triangle[j].y(),triangle[j].z());
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#endif //DEBUG_TRIANGLE_MESH
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for (gfxindex=0;gfxindex<numtriangles;gfxindex++)
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{
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int* tri_indices= (int*)(indexbase+gfxindex*indexstride);
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graphicsbase = (float*)(vertexbase+tri_indices[0]*stride);
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triangle[0].setValue(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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graphicsbase = (float*)(vertexbase+tri_indices[1]*stride);
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triangle[1].setValue(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(), graphicsbase[2]*meshScaling.getZ());
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graphicsbase = (float*)(vertexbase+tri_indices[2]*stride);
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triangle[2].setValue(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(), graphicsbase[2]*meshScaling.getZ());
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callback->InternalProcessTriangleIndex(triangle,part,gfxindex);
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}
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break;
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}
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//check aabb in triangle-space, before doing this
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callback->InternalProcessTriangleIndex(triangle,part,gfxindex);
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case PHY_SHORT:
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{
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for (gfxindex=0;gfxindex<numtriangles;gfxindex++)
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{
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short int* tri_indices= (short int*)(indexbase+gfxindex*indexstride);
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graphicsbase = (float*)(vertexbase+tri_indices[0]*stride);
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triangle[0].setValue(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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graphicsbase = (float*)(vertexbase+tri_indices[1]*stride);
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triangle[1].setValue(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(), graphicsbase[2]*meshScaling.getZ());
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graphicsbase = (float*)(vertexbase+tri_indices[2]*stride);
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triangle[2].setValue(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(), graphicsbase[2]*meshScaling.getZ());
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callback->InternalProcessTriangleIndex(triangle,part,gfxindex);
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}
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break;
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}
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default:
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ASSERT((gfxindextype == PHY_INTEGER) || (gfxindextype == PHY_SHORT));
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}
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unLockReadOnlyVertexBase(part);
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}
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}
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@@ -149,7 +149,7 @@ void setCamera() {
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eye[1] = eyePos.getY();
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eye[2] = eyePos.getZ();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 100.0);
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10000.0);
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gluLookAt(eye[0], eye[1], eye[2],
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center[0], center[1], center[2],
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gCameraUp.getX(),gCameraUp.getY(),gCameraUp.getZ());
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@@ -374,7 +374,7 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
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RigidBody* body = ctrl->GetRigidBody();
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//this m_userPointer is just used for triggers, see CallbackTriggers
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body->m_userPointer = ctrl;
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body->m_internalOwner = ctrl;
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body->setGravity( m_gravity );
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m_controllers.push_back(ctrl);
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@@ -1429,7 +1429,7 @@ void CcdPhysicsEnvironment::removeConstraint(int constraintId)
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virtual float AddSingleResult(const CollisionWorld::LocalRayResult& rayResult)
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{
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CcdPhysicsController* curHit = static_cast<CcdPhysicsController*>(rayResult.m_collisionObject->m_userPointer);
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CcdPhysicsController* curHit = static_cast<CcdPhysicsController*>(rayResult.m_collisionObject->m_internalOwner);
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//ignore client...
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if (curHit != m_ignoreClient)
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{
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@@ -1464,7 +1464,7 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
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m_collisionWorld->RayTest(rayFrom,rayTo,rayCallback);
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if (rayCallback.HasHit())
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{
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nearestHit = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->m_userPointer);
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nearestHit = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->m_internalOwner);
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hitX = rayCallback.m_hitPointWorld.getX();
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hitY = rayCallback.m_hitPointWorld.getY();
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hitZ = rayCallback.m_hitPointWorld.getZ();
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@@ -1654,9 +1654,9 @@ void CcdPhysicsEnvironment::CallbackTriggers()
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RigidBody* obj0 = static_cast<RigidBody* >(manifold->GetBody0());
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RigidBody* obj1 = static_cast<RigidBody* >(manifold->GetBody1());
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//m_userPointer is set in 'addPhysicsController
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CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->m_userPointer);
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CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(obj1->m_userPointer);
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//m_internalOwner is set in 'addPhysicsController'
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CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->m_internalOwner);
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CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(obj1->m_internalOwner);
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std::vector<CcdPhysicsController*>::iterator i =
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std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl0);
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