Some modifications in the collision detection.
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@374 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -25,9 +25,11 @@
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#include "../body/OBB.h"
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#include "../body/OBB.h"
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#include "../body/RigidBody.h"
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#include "../body/RigidBody.h"
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#include <cassert>
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#include <cassert>
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#include <complex>
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// We want to use the ReactPhysics3D namespace
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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using namespace std;
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// Constructor
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// Constructor
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CollisionDetection::CollisionDetection(PhysicsWorld* world) {
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CollisionDetection::CollisionDetection(PhysicsWorld* world) {
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@ -51,6 +51,7 @@ class CollisionDetection {
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void computeNarrowPhase(); // Compute the narrow-phase collision detection
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void computeNarrowPhase(); // Compute the narrow-phase collision detection
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void computeAllContacts(); // Compute all the contacts from the collision info list
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void computeAllContacts(); // Compute all the contacts from the collision info list
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void computeContact(const ContactInfo* const contactInfo); // Compute a contact (and add it to the physics world) for two colliding bodies
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void computeContact(const ContactInfo* const contactInfo); // Compute a contact (and add it to the physics world) for two colliding bodies
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void computeContact2(const ContactInfo* const contactInfo); // Compute a contact (and add it to the physics world) for two colliding bodies
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public :
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public :
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CollisionDetection(PhysicsWorld* physicsWorld); // Constructor
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CollisionDetection(PhysicsWorld* physicsWorld); // Constructor
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@ -27,6 +27,7 @@
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#include <cmath>
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#include <cmath>
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#include <cassert>
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#include <cassert>
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// We want to use the ReactPhysics3D namespace
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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@ -170,7 +171,6 @@ bool SATAlgorithm::computeCollisionTest(const OBB* const obb1, const OBB* const
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}
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}
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else if (penetrationDepth < minPenetrationDepth) { // Interval 1 and 2 overlap with a smaller penetration depth on this axis
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else if (penetrationDepth < minPenetrationDepth) { // Interval 1 and 2 overlap with a smaller penetration depth on this axis
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minPenetrationDepth = penetrationDepth; // Update the minimum penetration depth
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minPenetrationDepth = penetrationDepth; // Update the minimum penetration depth
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normal = computeContactNormal(obb1->getAxis(2), boxDistance); // Compute the contact normal with the correct sign
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}
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}
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// Axis B0
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// Axis B0
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@ -30,7 +30,7 @@ namespace reactphysics3d {
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// Constants
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// Constants
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const double FRICTION_COEFFICIENT = 0.1; // Friction coefficient
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const double FRICTION_COEFFICIENT = 0.1; // Friction coefficient
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const double PENETRATION_FACTOR = 0.6; // Penetration factor (between 0 and 1) which specify the importance of the
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const double PENETRATION_FACTOR = 1.0; // Penetration factor (between 0 and 1) which specify the importance of the
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// penetration depth in order to calculate the correct impulse for the contact
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// penetration depth in order to calculate the correct impulse for the contact
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/* -------------------------------------------------------------------
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/* -------------------------------------------------------------------
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