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https://github.com/bulletphysics/bullet3
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allow getClosestPoints for btCompoundCollisionAlgorithm and btSphereTriangleCollisionAlgorithm
add optional 'lightColor' arg to testrender.py script
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@ -19,6 +19,7 @@ pixelHeight = 240
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nearPlane = 0.01
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farPlane = 1000
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lightDirection = [0,1,0]
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lightColor = [1,1,1]#optional argument
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fov = 60
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#img_arr = pybullet.renderImage(pixelWidth, pixelHeight)
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@ -28,7 +29,7 @@ for pitch in range (0,360,10) :
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viewMatrix = pybullet.computeViewMatrixFromYawPitchRoll(camTargetPos, camDistance, yaw, pitch, roll, upAxisIndex)
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aspect = pixelWidth / pixelHeight;
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projectionMatrix = pybullet.computeProjectionMatrixFOV(fov, aspect, nearPlane, farPlane);
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img_arr = pybullet.getCameraImage(pixelWidth, pixelHeight, viewMatrix,projectionMatrix, lightDirection)
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img_arr = pybullet.getCameraImage(pixelWidth, pixelHeight, viewMatrix,projectionMatrix, lightDirection,lightColor)
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w=img_arr[0]
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h=img_arr[1]
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rgb=img_arr[2]
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@ -100,7 +100,7 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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btScalar radiusWithThreshold = radius + contactBreakingThreshold;
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btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]);
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normal.normalize();
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normal.safeNormalize();
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btVector3 p1ToCentre = sphereCenter - vertices[0];
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btScalar distanceFromPlane = p1ToCentre.dot(normal);
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@ -292,6 +292,9 @@ void btCompoundCollisionAlgorithm::processCollision (const btCollisionObjectWrap
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btTransform otherInCompoundSpace;
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otherInCompoundSpace = colObjWrap->getWorldTransform().inverse() * otherObjWrap->getWorldTransform();
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otherObjWrap->getCollisionShape()->getAabb(otherInCompoundSpace,localAabbMin,localAabbMax);
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btVector3 extraExtends(resultOut->m_closestPointDistanceThreshold, resultOut->m_closestPointDistanceThreshold, resultOut->m_closestPointDistanceThreshold);
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localAabbMin -= extraExtends;
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localAabbMax += extraExtends;
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const ATTRIBUTE_ALIGNED16(btDbvtVolume) bounds=btDbvtVolume::FromMM(localAabbMin,localAabbMax);
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//process all children, that overlap with the given AABB bounds
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@ -56,7 +56,7 @@ void btSphereTriangleCollisionAlgorithm::processCollision (const btCollisionObje
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/// report a contact. internally this will be kept persistent, and contact reduction is done
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resultOut->setPersistentManifold(m_manifoldPtr);
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SphereTriangleDetector detector(sphere,triangle, m_manifoldPtr->getContactBreakingThreshold());
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SphereTriangleDetector detector(sphere,triangle, m_manifoldPtr->getContactBreakingThreshold()+ resultOut->m_closestPointDistanceThreshold);
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btDiscreteCollisionDetectorInterface::ClosestPointInput input;
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input.m_maximumDistanceSquared = btScalar(BT_LARGE_FLOAT);///@todo: tighter bounds
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