Bullet Library v2.81

This commit is contained in:
LuisAntonRebollo 2013-07-04 20:50:16 +02:00
parent 64fef8b2ad
commit 1eb94f4828
462 changed files with 59613 additions and 8036 deletions

View file

@ -19,12 +19,15 @@ subject to the following restrictions:
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "btSoftBody.h"
#include "BulletSoftBody/btSoftBodySolvers.h"
#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
///TODO: include all the shapes that the softbody can collide with
///alternatively, implement special case collision algorithms (just like for rigid collision shapes)
//#include <stdio.h>
btSoftRigidCollisionAlgorithm::btSoftRigidCollisionAlgorithm(btPersistentManifold* /*mf*/,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* /*col0*/,btCollisionObject* /*col1*/, bool isSwapped)
btSoftRigidCollisionAlgorithm::btSoftRigidCollisionAlgorithm(btPersistentManifold* /*mf*/,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* ,const btCollisionObjectWrapper* , bool isSwapped)
: btCollisionAlgorithm(ci),
//m_ownManifold(false),
//m_manifoldPtr(mf),
@ -50,18 +53,19 @@ btSoftRigidCollisionAlgorithm::~btSoftRigidCollisionAlgorithm()
#include <stdio.h>
void btSoftRigidCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
void btSoftRigidCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
{
(void)dispatchInfo;
(void)resultOut;
//printf("btSoftRigidCollisionAlgorithm\n");
btSoftBody* softBody = m_isSwapped? (btSoftBody*)body1 : (btSoftBody*)body0;
btCollisionObject* rigidCollisionObject = m_isSwapped? body0 : body1;
// const btCollisionObjectWrapper* softWrap = m_isSwapped?body1Wrap:body0Wrap;
// const btCollisionObjectWrapper* rigidWrap = m_isSwapped?body0Wrap:body1Wrap;
btSoftBody* softBody = m_isSwapped? (btSoftBody*)body1Wrap->getCollisionObject() : (btSoftBody*)body0Wrap->getCollisionObject();
const btCollisionObjectWrapper* rigidCollisionObjectWrap = m_isSwapped? body0Wrap : body1Wrap;
if (softBody->m_collisionDisabledObjects.findLinearSearch(rigidCollisionObject)==softBody->m_collisionDisabledObjects.size())
if (softBody->m_collisionDisabledObjects.findLinearSearch(rigidCollisionObjectWrap->getCollisionObject())==softBody->m_collisionDisabledObjects.size())
{
softBody->defaultCollisionHandler(rigidCollisionObject);
softBody->getSoftBodySolver()->processCollision(softBody, rigidCollisionObjectWrap);
}