fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -38,33 +38,33 @@ public:
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cache.featureCache.m_featurePair.state = b3SATCacheType::e_empty;
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b3Manifold manifold;
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manifold.GuessImpulses();
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manifold.Initialize();
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b3CollideShapeAndShape(manifold, m_xfA, m_shapeA, m_xfB, m_shapeB, &cache);
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b3WorldManifold wm;
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wm.Initialize(&manifold, m_xfA, m_shapeA->m_radius, m_xfB, m_shapeB->m_radius);
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for (u32 i = 0; i < wm.pointCount; ++i)
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for (u32 i = 0; i < manifold.pointCount; ++i)
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{
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b3WorldManifoldPoint* wmp = wm.points + i;
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b3Vec3 pw = wmp->point;
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b3WorldManifold wm;
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wm.Initialize(&manifold, m_shapeA->m_radius, m_xfA, m_shapeB->m_radius, m_xfB);
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b3Vec3 pw = wm.points[i].point;
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b3Vec2 ps = g_camera.ConvertWorldToScreen(pw);
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g_debugDraw->DrawPoint(pw, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(pw, pw + wmp->normal, b3Color(1.0f, 1.0f, 1.0f));
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g_debugDraw->DrawSegment(pw, pw + wm.points[i].normal, b3Color(1.0f, 1.0f, 1.0f));
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}
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if (wm.pointCount > 0)
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if (g_settings.drawFaces)
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{
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g_debugDraw->DrawPoint(wm.center, 4.0f, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(wm.center, wm.center + wm.normal, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(wm.center, wm.center + wm.tangent1, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawSegment(wm.center, wm.center + wm.tangent2, b3Color(1.0f, 1.0f, 0.0f));
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g_debugDraw->DrawShape(m_shapeA, b3Color(1.0f, 1.0f, 1.0f, 0.5f), m_xfA);
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g_debugDraw->DrawShape(m_shapeB, b3Color(1.0f, 1.0f, 1.0f, 0.5f), m_xfB);
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}
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m_world.DrawShape(m_xfA, m_shapeA);
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m_world.DrawShape(m_xfB, m_shapeB);
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if (g_settings.drawVerticesEdges)
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{
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m_world.DrawShape(m_xfA, m_shapeA);
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m_world.DrawShape(m_xfB, m_shapeB);
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}
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}
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virtual void KeyDown(int key)
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