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authorErwin Coumans <blender@erwincoumans.com>2009-03-03 06:41:24 +0300
committerErwin Coumans <blender@erwincoumans.com>2009-03-03 06:41:24 +0300
commit982a5cc60dd93b21ce110b3fff831d05720047bf (patch)
tree5d6245b0006f249c48e900b748aedd4484c10da3 /source/gameengine
parentf8ef887880ac217cc831b2ab9677e1f9e825537b (diff)
Upgraded to Bullet 2.74. The upgrade introduced a few bugs, which need to be fixed before Blender 2.49.
In particular, the Bullet vehicle seems broken, and some soft-body demos don't work. No new features or benefits are added yet, but a few improvements are planned before Blender 2.49 release. Please update the build systems, and add those 3 files: extern/bullet2/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp extern/bullet2/src/BulletCollision/CollisionDispatch/btGhostObject.cpp extern/bullet2/src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp I'll watch the Blender mailing list, in case this commit causes some issues.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp6
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp4
2 files changed, 7 insertions, 3 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index fc76af15301..eecdea55349 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -1457,11 +1457,12 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
{
collisionMeshData = new btTriangleMesh();
+ bool removeDuplicateVertices=true;
// m_vertexArray is necessarily a multiple of 3
for (int i=0;i<m_vertexArray.size(); i+=3 )
{
- collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i]);
+ collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
}
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(collisionMeshData);
@@ -1476,10 +1477,11 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
collisionMeshData = new btTriangleMesh(true,false);
collisionMeshData->m_weldingThreshold = m_weldingThreshold;
+ bool removeDuplicateVertices=true;
// m_vertexArray is necessarily a multiple of 3
for (int i=0;i<m_vertexArray.size(); i+=3 )
{
- collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i]);
+ collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
}
// this shape will be shared and not deleted until shapeInfo is deleted
m_unscaledShape = new btBvhTriangleMeshShape( collisionMeshData, true );
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 63ad427852e..6504f77ec53 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -356,6 +356,7 @@ m_ownDispatcher(NULL)
setSolverType(1);//issues with quickstep and memory allocations
// m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
m_dynamicsWorld = new btSoftRigidDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
+ //m_dynamicsWorld->getSolverInfo().m_solverMode= SOLVER_USE_WARMSTARTING + SOLVER_USE_2_FRICTION_DIRECTIONS + SOLVER_RANDMIZE_ORDER + SOLVER_USE_FRICTION_WARMSTARTING;
m_debugDrawer = 0;
m_gravity = btVector3(0.f,-10.f,0.f);
@@ -845,7 +846,8 @@ void CcdPhysicsEnvironment::setSolverType(int solverType)
{
m_solver = new btSequentialImpulseConstraintSolver();
-// ((btSequentialImpulseConstraintSolver*)m_solver)->setSolverMode(btSequentialImpulseConstraintSolver::SOLVER_USE_WARMSTARTING | btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER);
+
+
break;
}
}