Commit Graph

29 Commits

Author SHA1 Message Date
bb9839321d add a code to generate a sphere hull for testing and also for convenience 2018-05-24 23:58:15 -03:00
47a2c12160 use extension 2018-05-24 05:34:49 -03:00
4b5df1dfc2 change class to structure for consistency 2018-05-23 03:47:34 -03:00
804df66af0 add comment 2018-05-20 07:48:34 -03:00
569a555bde allow toggling convex hull simplification at run-time in order to expected convex hull creation work 2018-05-12 21:56:11 -03:00
6c136123d9 face merging control in convex hull simplification; more asserts; consistency; now user can pass arbitrary number of vertices to b3QHull 2018-05-11 03:14:17 -03:00
c9f0b0cf93 moved SAT code into collision module 2018-04-29 22:27:41 -03:00
ece8cea0c7 move qhull limits inside base class 2018-04-20 19:23:36 -03:00
a6faeed545 zero convex hull counters 2018-04-20 03:09:28 -03:00
7d71713bea store hull features on the stack 2018-04-19 19:42:37 -03:00
efae0fc202 use unsigned integers instead of integers in some collision code 2018-04-18 17:20:39 -03:00
75fe47b453 comment, bugfix, and simplification 2018-04-17 03:11:35 -03:00
28367b8108 add b3QHull object
b3QHull allows users to create hull shapes from a list of points quickly. Example usage:

vec3* points = 0;
uint count = create_points(points);

b3QHull hull;
hull.Set(points, count);
2018-04-17 01:58:36 -03:00
e5f49c53dd undo commit 2018-04-12 15:05:16 -03:00
f8bb0cfc27 enumerate aabb vertices 2018-04-12 15:00:00 -03:00
bd09b243c2 use mvc for the testbed, update almost all tests, bugfixes, improvements, cleanup
Since I started altering the testbed for better maintainability, I prefered to drop this (tested) large change with a single commit. Some changes below:

Put some globals in their correct place,

Now Testbed uses the MVC pattern (Model-View Controller). This way it becomes better to maintain than using no pattern  in my opinion.

Fixed some bugs in the debug draw interface.

Of course, updated almost all tests because of the differences.

Update script.
2018-04-10 00:57:14 -03:00
a8c2a48a6f add grid mesh for user convenience 2018-04-03 23:00:41 -03:00
3da2a25bd7 fix assert condition 2018-02-24 19:21:45 -03:00
8986ea00eb typo 2017-06-06 16:04:49 -03:00
8503c356a6 improve static tree construction 2017-06-06 16:02:48 -03:00
8640a80914 clean up compiler warnings 2017-05-31 12:24:57 -03:00
a683052e4c remove unecessary gjk duplication 2017-03-26 13:27:02 -03:00
8defab9945 fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests 2017-03-24 18:49:41 -03:00
a346a1472d improve friction quality, add shader-only support, improve debug drawing facilities, fix couple things 2017-02-07 14:31:52 -02:00
d59b67c3c3 fix mesh size, decouple mesh topology from geometry, add polygon triangulation to make mass calculation O(n) in memory 2017-02-02 14:02:54 -02:00
20e06be722 add feature filtering for collision between spheres and meshes 2017-01-19 13:10:50 -02:00
7d0f06fea2 generate contact when body type changes at runtime, decoupling, add first ray cast hit query to world query (more to add later such as sphere/box/convex casts), hotfix 2017-01-13 17:17:02 -02:00
81f744b805 linux fixes, bugfixes, comments 2016-12-21 19:15:43 -02:00
8f29bc7e21 first commit 2016-12-18 18:39:47 -02:00