Also comment-out some code for __SPU__ to reduce code size
Added btContactConstraint (only used on PS3 SPU right now, better to use btPersistentManifold directly for contact constraints)
Improved readblend utility library (see also usage in http://gamekit.googlecode.com with Irrlicht)
Fix for btConvexConvexAlgorithm, potential division by zero
Thanks linzner http://code.google.com/p/bullet/issues/detail?id=260
+ Allow user to enable useConvexConservativeDistanceUtil . Use dynamicsWorld->getDispatchInfo().m_useConvexConservativeDistanceUtil = true;
(see Demos/Benchmarks/Benchmark4 (convex objects falling down)
+ Fix for plane drawing (just wire-frame)
+ Gimpact: use collision margin of 0.07 for demo (because BULLET_TRIANGLE_COLLISION is used)
+ replace dot,cross,distance,angle,triple in btVector3 by btDot, btCross,btDistance,btAngle,btDistance to avoid naming conflicts
+ Some fixes in GJK penetration depth normal direction (broken in a previous commit)
+ fix in calculateDiffAxisAngleQuaternion to make ConvexConservativeDistanceUtil work properly
+ allow debug drawing to debug btContinuousConvexCollision
+ add comment/warning that btTriangleMesh::findOrAddVertex is an internal method, users should use addTriangle instead
+ use default convex drawing instead of special cylinder drawing (caps are wrongly drawn)
+ allow camera translation using middle-mouse button in SoftDemo
+ add/removeCollisionObject virtual
Thanks Ola for this suggestion
If user wants more accurate inertia tensor for multi-sphere shape, use btCompoundShape instead
(amd btCompoundShape::calculatePrincipalAxisTransform)
Thanks rcharlton for bringing this up.
Erwin
Thanks Ole for the report and suggested fix:
http://code.google.com/p/bullet/issues/detail?id=220&can=1&start=200
Applied Character/btKinematicCharacterController.cpp patch:
Thanks Thomas for the patch!
http://code.google.com/p/bullet/issues/detail?id=196#makechanges
- added a normalizedDirection member variable. This is
slightly more efficient than recalculating the normalized
direction every simulation step.
- I overloaded the m_walkDirection member variable to hold
either the walkDirection or the Velocity, and used a boolean
flag to determine which behavior was required.
- The normalization behavior seemed custom, and I needed it
twice, so I moved it to a static helper method.
- I added the setVelocityForTimeInterval() method to the
base interface class. This to me is the scariest change
since people inheriting from it will need to make changes
(if only to add an empty function).
1) add AabbCaching versions of btPolyhedralConvexShape and btMultiSphereShape (this speeds up btMultiSphereShape 'getAabb', and reduces size of btBoxShape)
2) btCylinderShape doesn't derive from btBoxShape anymore
+ Minor fixes in drawing for btMultiSphereShape, btBoxShape.
+ Don't re-generate btDebugFont every frame
+ Disabled velocity prediction for btDbvtBroadphase. Previous default can be restored using btDbvtBroadphase->setVelocityPrediction(1./2.);
+ 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
Added optional flag btSoftBody::appendAnchor( int node,btRigidBody* body, bool disableCollisionBetweenLinkedBodies=false), to disable collision between soft body and rigid body, when pinned
Added btCollisionObject::setAnisotropicFriction, to scale friction in x,y,z direction.
Added btCollisionObject::setContactProcessingThreshold(float threshold), to avoid collision resolution of contact above a certain distance.
Avoid collisions between static objects (causes the CharacterDemo to assert, when a dynamic object hits character)
Usage: set RayResultCallback.m_flags to kF_FilterBackfaces, optionally combined with kF_KeepUnflippedNormal.
Thanks Andy O'Neil for the patch!
Remove the force_inline for some internal constraint solver methods, it makes re-use easier.
Workaround/avoid MSVC 2005 compiler error in LibXML/trionan.c
Revert definition for ATTRIBUTE_ALIGNED16, and try to force sizeof(btSolverConstraint) by using unions with btScalar, for non-btScalar data types.
Use btAssert and not assert.
Don't access btAlignedObjectArray elements, for zero sets
improve CollisionDemo.cpp, show multi-contact generation using perturbation
improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support
Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive
Added missing projectfiles
Fixed single-shot contact generation. it is disabled by default to improve performance
Bugfixes for character controller, thanks to John McCutchan for reporting
Constraint solver: better default settings
btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free)
disable memalign by default, use Bullet's aligned allocator
See issue http://code.google.com/p/bullet/issues/detail?id=20:
Note that the default number of pertubation iterations (10) and pertubation angle (0.05) can be modified through the collisionConfiguration:
btConvexPlaneCollisionAlgorithm::CreateFunc* func = (btConvexPlaneCollisionAlgorithm::CreateFunc*)collisionConfiguration->getCollisionAlgorithmCreateFunc(BOX_SHAPE_PROXYTYPE,STATIC_PLANE_PROXYTYPE);
func->m_numPertubationIterations = 0;
func = (btConvexPlaneCollisionAlgorithm::CreateFunc*)collisionConfiguration->getCollisionAlgorithmCreateFunc(STATIC_PLANE_PROXYTYPE,BOX_SHAPE_PROXYTYPE);
func->m_numPertubationIterations = 0;
Note: ColladaConverter will export a btGImpactConvexDecompositionShape the same as a btCompoundShape, so importing an exported btGImpactConvexDecompositionShape (roundtrip) creates a btCompoundShape
Please see HfFluidDemo.cpp for examples of how to use the height field fluid along with buoyant collision shapes.
The implementation is still lacking in my ways:
1) Need to complete more collision algorithms for buoyant collision shapes
2) Support compound buoyant shapes
3) The buoyancy model isn't that great
4) Fluid volume can be lost over time
Thanks to Ole for reporting
Fix a bug , causing some deep penetrations to be missed. Not likely to have impacted many users, as such deep penetrations should have prevented in the first place.
Thanks a lot to Andy O'Neil for reporting and reproduction case.