add sphere2.urdf
move btSpatialAlgebra into LinearMath
remove some warnings, introduce BT_ZERO, BT_ONE, BT_HALF as defines for 0.f/0., 1.f/1., 0.5f/0.5 respectively
--mp4=video.mp4 note that you have to re-convert for Quicktime
ffmpeg -f mp4 -vcodec h264 -i test.mp4 -pix_fmt yuv420p test2.mp4
add the option to display text in 3d, used in Coriolis demo
to the rest of the Bullet code base. This code will replace the original GJK/EPA
in a future commit.
Added btMprPenetration, an implementation of Minkowski Portal Refinement
by Daniel Fiser. Original MPR idea is by Gary Snethen, and the first
implementation is here: https://github.com/erwincoumans/xenocollide
It is an alternative to EPA, although computing the local penetration depth.
EPA computes the global penetration depth. In many cases, MPR is sufficient
and performs better than EPA.
enable gtest by default when using premake, added flag without-gtest
use gtest ASSERT_EQ( expected_value, actual_value) instead of the reverse,
this fixes issue 205 (https://github.com/bulletphysics/bullet3/issues/205)
experiment with Midi controls in PairBenchmark to tune variables (will move it into a utility class, so every demo can easier use it in the future)
fix issue with broadphase, not initializing all pairs properly at pair array overflow
Use statically linked freeglut, instead of dynamic glut for the obsolete Bullet 2.x demos
Add the 'reset' method to b3GpuDynamicsWorld, and use it in the BasicGpuDemo (pretty slow in debug mode, use release mode)
Don't crash in btCollisionWorld, if there is no collision dispatcher
remove duplicate data in b3Contact4 (now in btContact4Data shared between CPU/C++ and OpenCL)
OpenCL kernels use #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
Increase number of batches back to 250 (from 50), need to fix this hard coded number (see https://github.com/erwincoumans/bullet3/issues/12)
Work towards GJK/EPA, in addition to SAT/clipping (early on)
added tetrahedral mesh test scene
expose b3Config as member variable for demos.
move a 'glFlush' out of the innerloop (render performance)
SSE -> SSE2 in premake
fix crash in broadphase (when no aabb's exist)