Examples of processAllTriangles()


Examples of com.bulletphysics.collision.shapes.BvhTriangleMeshShape.processAllTriangles()

          Vector3f rayAabbMinLocal = Stack.alloc(rayFromLocal);
          VectorUtil.setMin(rayAabbMinLocal, rayToLocal);
          Vector3f rayAabbMaxLocal = Stack.alloc(rayFromLocal);
          VectorUtil.setMax(rayAabbMaxLocal, rayToLocal);

          triangleMesh.processAllTriangles(rcb, rayAabbMinLocal, rayAabbMaxLocal);
        }
      }
      else {
        // todo: use AABB tree or other BVH acceleration structure!
        if (collisionShape.isCompound()) {
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Examples of com.bulletphysics.collision.shapes.BvhTriangleMeshShape.processAllTriangles()

          VectorUtil.setMin(rayAabbMinLocal, convexToLocal);
          Vector3f rayAabbMaxLocal = Stack.alloc(convexFromLocal);
          VectorUtil.setMax(rayAabbMaxLocal, convexToLocal);
          rayAabbMinLocal.add(boxMinLocal);
          rayAabbMaxLocal.add(boxMaxLocal);
          triangleMesh.processAllTriangles(tccb, rayAabbMinLocal, rayAabbMaxLocal);
        }
      }
      else {
        // todo: use AABB tree or other BVH acceleration structure!
        if (collisionShape.isCompound()) {
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Examples of com.bulletphysics.collision.shapes.ConcaveShape.processAllTriangles()

        aabbMin.set(-1e30f, -1e30f, -1e30f);

        GlDrawcallback drawCallback = new GlDrawcallback(gl);
        drawCallback.wireframe = (debugMode & DebugDrawModes.DRAW_WIREFRAME) != 0;

        concaveMesh.processAllTriangles(drawCallback, aabbMin, aabbMax);
       
        vectorsPool.release(aabbMax);
        vectorsPool.release(aabbMin);
      }
      //#endif
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Examples of com.bulletphysics.collision.shapes.ConcaveShape.processAllTriangles()

          Vector3f rayAabbMinLocal = Stack.alloc(rayFromLocal);
          VectorUtil.setMin(rayAabbMinLocal, rayToLocal);
          Vector3f rayAabbMaxLocal = Stack.alloc(rayFromLocal);
          VectorUtil.setMax(rayAabbMaxLocal, rayToLocal);

          triangleMesh.processAllTriangles(rcb, rayAabbMinLocal, rayAabbMaxLocal);
        }
      }
      else {
        // todo: use AABB tree or other BVH acceleration structure!
        if (collisionShape.isCompound()) {
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Examples of com.bulletphysics.collision.shapes.ConcaveShape.processAllTriangles()

          VectorUtil.setMin(rayAabbMinLocal, convexToLocal);
          Vector3f rayAabbMaxLocal = Stack.alloc(convexFromLocal);
          VectorUtil.setMax(rayAabbMaxLocal, convexToLocal);
          rayAabbMinLocal.add(boxMinLocal);
          rayAabbMaxLocal.add(boxMaxLocal);
          triangleMesh.processAllTriangles(tccb, rayAabbMinLocal, rayAabbMaxLocal);
        }
      }
      else {
        // todo: use AABB tree or other BVH acceleration structure!
        if (collisionShape.isCompound()) {
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Examples of com.bulletphysics.collision.shapes.ConcaveShape.processAllTriangles()

        // Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
        //m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr);

        btConvexTriangleCallback.manifoldPtr.setBodies(convexBody, triBody);

        concaveShape.processAllTriangles(
            btConvexTriangleCallback,
            btConvexTriangleCallback.getAabbMin(Stack.alloc(Vector3f.class)),
            btConvexTriangleCallback.getAabbMax(Stack.alloc(Vector3f.class)));

        resultOut.refreshContactPoints();
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Examples of com.bulletphysics.collision.shapes.ConcaveShape.processAllTriangles()

      CollisionObject concavebody = triBody;

      ConcaveShape triangleMesh = (ConcaveShape)concavebody.getCollisionShape();

      if (triangleMesh != null) {
        triangleMesh.processAllTriangles(raycastCallback, rayAabbMin, rayAabbMax);
      }

      if (raycastCallback.hitFraction < convexbody.getHitFraction()) {
        convexbody.setHitFraction(raycastCallback.hitFraction);
        return raycastCallback.hitFraction;
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