Small modifications
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@ -401,8 +401,6 @@ void RigidBody::computeMassAndInertiaTensorLocal(Vector3& inertiaTensorLocal, de
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/// mass that has been set with the RigidBody::setInertiaTensorLocal() method.
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/// mass that has been set with the RigidBody::setInertiaTensorLocal() method.
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void RigidBody::updateLocalInertiaTensorFromColliders() {
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void RigidBody::updateLocalInertiaTensorFromColliders() {
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const Vector3 centerOfMassLocal = mWorld.mRigidBodyComponents.getCenterOfMassLocal(mEntity);
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// Compute the local-space inertia tensor
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// Compute the local-space inertia tensor
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Vector3 inertiaTensorLocal;
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Vector3 inertiaTensorLocal;
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decimal totalMass;
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decimal totalMass;
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@ -1329,7 +1329,7 @@ void CollisionDetectionSystem::reduceContactPoints(ContactManifoldInfo& manifold
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}
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}
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nbReducedPoints = 3;
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nbReducedPoints = 3;
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// Compute the 4th point by choosing the triangle that add the most
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// Compute the 4th point by choosing the triangle that adds the most
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// triangle area to the previous triangle and has opposite sign area (opposite winding)
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// triangle area to the previous triangle and has opposite sign area (opposite winding)
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decimal largestArea = decimal(0.0); // Largest area (positive or negative)
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decimal largestArea = decimal(0.0); // Largest area (positive or negative)
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@ -496,9 +496,6 @@ void SolveSliderJointSystem::solveVelocityConstraint() {
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Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1];
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Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody1];
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Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2];
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Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[componentIndexBody2];
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Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1];
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Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2];
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decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
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decimal inverseMassBody1 = mRigidBodyComponents.mInverseMasses[componentIndexBody1];
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decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
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decimal inverseMassBody2 = mRigidBodyComponents.mInverseMasses[componentIndexBody2];
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@ -511,6 +508,9 @@ void SolveSliderJointSystem::solveVelocityConstraint() {
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if (mSliderJointComponents.mIsLimitEnabled[i]) {
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if (mSliderJointComponents.mIsLimitEnabled[i]) {
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Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody1];
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Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[componentIndexBody2];
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const decimal inverseMassMatrixLimit = mSliderJointComponents.mInverseMassMatrixLimit[i];
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const decimal inverseMassMatrixLimit = mSliderJointComponents.mInverseMassMatrixLimit[i];
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// If the lower limit is violated
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// If the lower limit is violated
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@ -786,9 +786,6 @@ void SolveSliderJointSystem::solvePositionConstraint() {
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const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
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const uint32 componentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1Entity);
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const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
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const uint32 componentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2Entity);
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Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1];
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Vector3& x2 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody2];
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Quaternion& q1 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody1];
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Quaternion& q1 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody1];
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Quaternion& q2 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody2];
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Quaternion& q2 = mRigidBodyComponents.mConstrainedOrientations[componentIndexBody2];
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@ -861,6 +858,9 @@ void SolveSliderJointSystem::solvePositionConstraint() {
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if (mSliderJointComponents.mIsLimitEnabled[i]) {
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if (mSliderJointComponents.mIsLimitEnabled[i]) {
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Vector3& x1 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody1];
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Vector3& x2 = mRigidBodyComponents.mConstrainedPositions[componentIndexBody2];
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const Vector3& r2CrossSliderAxis = mSliderJointComponents.mR2CrossSliderAxis[i];
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const Vector3& r2CrossSliderAxis = mSliderJointComponents.mR2CrossSliderAxis[i];
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const Vector3& r1PlusUCrossSliderAxis = mSliderJointComponents.mR1PlusUCrossSliderAxis[i];
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const Vector3& r1PlusUCrossSliderAxis = mSliderJointComponents.mR1PlusUCrossSliderAxis[i];
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@ -292,7 +292,6 @@ void Profiler::printRecursiveNodeReport(ProfileNodeIterator* iterator,
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for (int i=0; i<spacing; i++) outputStream << " ";
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for (int i=0; i<spacing; i++) outputStream << " ";
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outputStream << "| Profiling : " << iterator->getCurrentParentName() <<
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outputStream << "| Profiling : " << iterator->getCurrentParentName() <<
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" (total running time : " << parentTime << " ms) ---" << std::endl;
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" (total running time : " << parentTime << " ms) ---" << std::endl;
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long double totalTime = 0.0L;
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// Recurse over the children of the current node
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// Recurse over the children of the current node
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int nbChildren = 0;
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int nbChildren = 0;
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@ -307,7 +306,6 @@ void Profiler::printRecursiveNodeReport(ProfileNodeIterator* iterator,
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fraction << " % | " << (currentTotalTime / (long double) (nbFrames)) <<
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fraction << " % | " << (currentTotalTime / (long double) (nbFrames)) <<
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" ms/frame (" << iterator->getCurrentNbTotalCalls() << " calls)" <<
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" ms/frame (" << iterator->getCurrentNbTotalCalls() << " calls)" <<
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std::endl;
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std::endl;
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totalTime += currentTotalTime;
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}
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}
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if (parentTime < accumulatedTime) {
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if (parentTime < accumulatedTime) {
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@ -215,7 +215,6 @@ void JointsScene::createBallAndSocketJoints() {
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rp3d::Vector3 positionBox(0, 15, 5);
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rp3d::Vector3 positionBox(0, 15, 5);
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openglframework::Vector3 boxDimension(1, 1, 1);
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openglframework::Vector3 boxDimension(1, 1, 1);
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const float boxMass = 0.5f;
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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for (int i=0; i<NB_BALLSOCKETJOINT_BOXES; i++) {
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@ -164,9 +164,6 @@ PileScene::PileScene(const std::string& name, EngineSettings& settings)
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// ---------- Create the triangular mesh ---------- //
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// ---------- Create the triangular mesh ---------- //
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// Position
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rp3d::decimal mass = 1.0;
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// Create a convex mesh and a corresponding rigid in the physics world
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// Create a convex mesh and a corresponding rigid in the physics world
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mSandbox = new ConcaveMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "sandbox.obj");
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mSandbox = new ConcaveMesh(true, mPhysicsCommon, mPhysicsWorld, meshFolderPath + "sandbox.obj");
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@ -301,9 +301,11 @@ void GLAPIENTRY TestbedApplication::onOpenGLError(GLenum source, GLenum type, GL
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const GLchar* message, const void* userParam ) {
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const GLchar* message, const void* userParam ) {
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if (type == GL_DEBUG_TYPE_ERROR) {
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if (type == GL_DEBUG_TYPE_ERROR) {
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/*
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fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
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fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
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("** GL ERROR **" ),
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("** GL ERROR **" ),
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type, severity, message );
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type, severity, message );
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*/
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}
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}
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}
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}
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