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