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https://github.com/bulletphysics/bullet3
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Add pairwise collision test:
void btCollisionWorld::contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback) cmake: improve feedback for Maya Plugin handling if the Maya base path is not detected
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@ -15,7 +15,12 @@ FIND_PATH(MAYA_BASE_DIR include/maya/MFn.h PATH
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/usr/autodesk/maya
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"C:/Program Files/Autodesk/Maya2008"
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"C:/Program Files/Autodesk/Maya2009"
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"C:/Program Files/Autodesk/Maya8.5")
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"C:/Program Files/Autodesk/Maya8.5"
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"C:/Program Files (x86)/Autodesk/Maya2010"
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)
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IF (MAYA_BASE_DIR)
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message ("Maya found at location " ${MAYA_BASE_DIR})
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SET(MAYA_INC_DIR ${MAYA_BASE_DIR}/include)
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SET(MAYA_LIB_DIR ${MAYA_BASE_DIR}/lib)
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@ -82,3 +87,6 @@ ENDIF(WIN32)
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# ENDIF (WIN32)
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#ENDIF (BUILD_STANDALONE)
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ELSE()
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MESSAGE("Maya not found, try adding your Maya path in Bullet/Extras/MayaPlugin/CMakeListst.txt under FIND_PATH(MAYA_BASE_DIR ...")
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ENDIF()
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@ -1017,6 +1017,25 @@ void btCollisionWorld::contactTest( btCollisionObject* colObj, ContactResultCall
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}
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///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
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///it reports one or more contact points (including the one with deepest penetration)
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void btCollisionWorld::contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback)
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{
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btCollisionAlgorithm* algorithm = getDispatcher()->findAlgorithm(colObjA,colObjB);
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if (algorithm)
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{
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btBridgedManifoldResult contactPointResult(colObjA,colObjB, resultCallback);
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//discrete collision detection query
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algorithm->processCollision(colObjA,colObjB, getDispatchInfo(),&contactPointResult);
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algorithm->~btCollisionAlgorithm();
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getDispatcher()->freeCollisionAlgorithm(algorithm);
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}
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}
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class DebugDrawcallback : public btTriangleCallback, public btInternalTriangleIndexCallback
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{
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@ -403,6 +403,11 @@ public:
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///it reports one or more contact points for every overlapping object (including the one with deepest penetration)
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void contactTest(btCollisionObject* colObj, ContactResultCallback& resultCallback);
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///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
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///it reports one or more contact points (including the one with deepest penetration)
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void contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback);
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/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
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/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
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/// This allows more customization.
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