update to bullet 2.87

This commit is contained in:
Johxz 2018-02-04 21:49:50 -06:00
parent e4427b7654
commit 97af14fd84
153 changed files with 6111 additions and 3756 deletions

View file

@ -137,8 +137,6 @@ btKinematicCharacterController::btKinematicCharacterController (btPairCachingGho
m_ghostObject = ghostObject;
m_up.setValue(0.0f, 0.0f, 1.0f);
m_jumpAxis.setValue(0.0f, 0.0f, 1.0f);
setUp(up);
setStepHeight(stepHeight);
m_addedMargin = 0.02;
m_walkDirection.setValue(0.0,0.0,0.0);
m_AngVel.setValue(0.0, 0.0, 0.0);
@ -156,13 +154,16 @@ btKinematicCharacterController::btKinematicCharacterController (btPairCachingGho
m_wasOnGround = false;
m_wasJumping = false;
m_interpolateUp = true;
setMaxSlope(btRadians(45.0));
m_currentStepOffset = 0.0;
m_maxPenetrationDepth = 0.2;
full_drop = false;
bounce_fix = false;
m_linearDamping = btScalar(0.0);
m_angularDamping = btScalar(0.0);
setUp(up);
setStepHeight(stepHeight);
setMaxSlope(btRadians(45.0));
}
btKinematicCharacterController::~btKinematicCharacterController ()
@ -559,7 +560,7 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
break;
}
if (m_ghostObject->hasContactResponse() && (callback.hasHit() && needsCollision(m_ghostObject, callback.m_hitCollisionObject)) || runonce == true)
if ((m_ghostObject->hasContactResponse() && (callback.hasHit() && needsCollision(m_ghostObject, callback.m_hitCollisionObject))) || runonce == true)
{
// we dropped a fraction of the height -> hit floor
btScalar fraction = (m_currentPosition.getY() - callback.m_hitPointWorld.getY()) / 2;
@ -657,7 +658,7 @@ void btKinematicCharacterController::setLinearVelocity(const btVector3& velocity
if (c != 0)
{
//there is a component in walkdirection for vertical velocity
btVector3 upComponent = m_up * (sinf(SIMD_HALF_PI - acosf(c)) * m_walkDirection.length());
btVector3 upComponent = m_up * (btSin(SIMD_HALF_PI - btAcos(c)) * m_walkDirection.length());
m_walkDirection -= upComponent;
m_verticalVelocity = (c < 0.0f ? -1 : 1) * upComponent.length();
@ -751,7 +752,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
m_wasOnGround = onGround();
//btVector3 lvel = m_walkDirection;
btScalar c = 0.0f;
//btScalar c = 0.0f;
if (m_walkDirection.length2() > 0)
{