forked from bartvdbraak/blender
1b37f8dca8
This commit is an attempt to improve collisions between moving Bullet rigid bodies using (concave) triangle mesh bounds. Instead of using Gimpact, this we create a btCompoundShape with child shape tetrahedra derived from the surface triangles. For each triangle, we add a fourth vertex using the centroid, shifting inwards using the triangle normal. If the centroid hits an internal triangle, we stop. The default depth could be exposed as 'advanced' setting in the user interface. This solution will be a slower than the original/gimpact solution, but a bit more reliable. In the future, it is better to add HACD, convex decomposition to Blender, for moving concave meshes. See http://kmamou.blogspot.com and the Bullet SDK's Demos/ConvexDecompositionDemo. |
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readme.txt |
This is the new refactored version of Bullet physics library version 2.x Questions? mail blender at erwincoumans.com, or check the bf-blender mailing list. Thanks, Erwin Apply patches/ghost_softbody.patch to prevent softbodies being hit by ghost objects. Originally committed in blender svn revision: 43905. Apply patches/pvs_warning_fixes.patch to fix warnings reported by PVS-Studio. Originally committed in blender svn revision: 45908. Apply patches/make_id.patch to prevent duplicated define of MAKE_ID macro in blender side and bullet side. Sergey Apply patches/ghost_character.patch to prevent characters from colliding with ghost objects. Mitchell Apply patches/convex_hull.patch to add access to the convex hull operation, used in the BMesh convex hull operator.