It assumes a btCompoundShaps (where the childshapes are the pre-fractured pieces) The btFractureBody is a class derived from btRigidBody, dealing with the collision impacts and connectivity/propagating the fracture. Press the F key to toggle between fracture and glue mode This is preliminary work, can be used as a starting point to implement your own fracture.
60 lines
1.2 KiB
CMake
60 lines
1.2 KiB
CMake
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IF (USE_DX11)
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SUBDIRS(DX11ClothDemo)
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ENDIF()
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SUBDIRS( HelloWorld )
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IF (USE_GLUT)
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IF (GLUT_FOUND)
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IF(BUILD_CPU_DEMOS)
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SET(SharedDemoSubdirs
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OpenGL AllBulletDemos ConvexDecompositionDemo
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CcdPhysicsDemo ConstraintDemo SliderConstraintDemo GenericJointDemo Raytracer
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RagdollDemo ForkLiftDemo BasicDemo FractureDemo Box2dDemo BspDemo MovingConcaveDemo VehicleDemo
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UserCollisionAlgorithm CharacterDemo SoftDemo HeightFieldFluidDemo
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CollisionInterfaceDemo ConcaveConvexcastDemo SimplexDemo DynamicControlDemo
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DoublePrecisionDemo ConcaveDemo CollisionDemo
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ContinuousConvexCollision ConcaveRaycastDemo GjkConvexCastDemo
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MultiMaterialDemo SerializeDemo InternalEdgeDemo
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)
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ELSE()
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SET(SharedDemoSubdirs
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OpenGL
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)
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ENDIF()
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SUBDIRS(
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${SharedDemoSubdirs}
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Benchmarks
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ThreadingDemo
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MultiThreadedDemo
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VectorAdd_OpenCL
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ParticlesOpenCL
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OpenCLClothDemo
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)
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ENDIF(GLUT_FOUND)
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ELSE (USE_GLUT)
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IF (WIN32)
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SUBDIRS(
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OpenGL
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BasicDemo
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FractureDemo
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Benchmarks
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Box2dDemo
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CollisionInterfaceDemo
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ConcaveDemo
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ConstraintDemo
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ConvexDecompositionDemo
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InternalEdgeDemo
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GimpactTestDemo
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GenericJointDemo
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SerializeDemo
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SoftDemo
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VectorAdd_OpenCL
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)
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ENDIF(WIN32)
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ENDIF (USE_GLUT)
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