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@ -6,6 +6,15 @@
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#include <osg/PositionAttitudeTransform>
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#include <osg/PositionAttitudeTransform>
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#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
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#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
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#include <BulletCollision/CollisionShapes/btConeShape.h>
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#include <BulletCollision/CollisionShapes/btStaticPlaneShape.h>
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#include <BulletCollision/CollisionShapes/btCompoundShape.h>
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
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#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
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#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
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#include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
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#include <components/nifbullet/bulletshapemanager.hpp>
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#include <components/nifbullet/bulletshapemanager.hpp>
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#include <components/nifbullet/bulletnifloader.hpp>
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#include <components/nifbullet/bulletnifloader.hpp>
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@ -600,6 +609,8 @@ namespace MWPhysics
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mDispatcher = new btCollisionDispatcher(mCollisionConfiguration);
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mDispatcher = new btCollisionDispatcher(mCollisionConfiguration);
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mSolver = new btSequentialImpulseConstraintSolver;
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mSolver = new btSequentialImpulseConstraintSolver;
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mBroadphase = new btDbvtBroadphase();
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mBroadphase = new btDbvtBroadphase();
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// Note we don't use any Dynamics at the moment - a btCollisionWorld might be sufficient?
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mDynamicsWorld = new btDiscreteDynamicsWorld(mDispatcher,mBroadphase,mSolver,mCollisionConfiguration);
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mDynamicsWorld = new btDiscreteDynamicsWorld(mDispatcher,mBroadphase,mSolver,mCollisionConfiguration);
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// Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
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// Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
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