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authorErwin Coumans <blender@erwincoumans.com>2008-09-13 11:06:43 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-13 11:06:43 +0400
commit7f293488d12b5d5076b4bbf3d6c9248867c447a0 (patch)
tree977ac9f1063de48615e8f294bfbcadb2a3b645f6 /extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h
parent206cfe7955683ac166201e417977e933fd98f7b3 (diff)
Upgrade to latest Bullet trunk, that is in sync with Blender/extern/bullet2. (except for one define 'WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER')
In case someone reads those SVN logs: you can enable some extra broadphase SSE optimizations by replacing WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER by WIN32 in extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvt.h Thanks to Benoit Bolsee for the upstream patch/contribution. Removed some obsolete files, they were just intended for comparison/testing.
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h')
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h
index 01eecf27811..6ff0bf5d43b 100644
--- a/extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h
+++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h
@@ -46,6 +46,13 @@ public:
virtual void setLocalScaling(const btVector3& scaling);
virtual const btVector3& getLocalScaling() const;
+ ///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia
+ ///and the center of mass to the current coordinate system. A mass of 1 is assumed, for other masses just multiply the computed "inertia"
+ ///by the mass. The resulting transform "principal" has to be applied inversely to the mesh in order for the local coordinate system of the
+ ///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform
+ ///of the collision object by the principal transform. This method also computes the volume of the convex mesh.
+ void calculatePrincipalAxisTransform(btTransform& principal, btVector3& inertia, btScalar& volume) const;
+
};