more Bullet physics improvements, mainly stability and performance related.
AddObjectActuator has new python method to immediately create objects (this allows to create multiple objects in 1 frame in different positions)
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@@ -167,8 +167,9 @@ void ConvexConvexAlgorithm::CheckPenetrationDepthSolver()
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//
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// box-box collision algorithm, for simplicity also applies resolution-impulse
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//
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void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy* ,float timeStep,int stepCount, bool useContinuous)
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void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy* ,const DispatcherInfo& dispatchInfo)
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{
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if (!m_manifoldPtr)
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return;
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@@ -194,7 +195,7 @@ void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy
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MinkowskiSumShape expanded0(min0,&sphere);
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MinkowskiSumShape expanded1(min1,&sphere);
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if (useContinuous)
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if (dispatchInfo.m_useContinuous)
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{
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m_gjkPairDetector.SetMinkowskiA(&expanded0);
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m_gjkPairDetector.SetMinkowskiB(&expanded1);
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@@ -214,12 +215,12 @@ void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy
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input.m_transformA = col0->m_worldTransform;
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input.m_transformB = col1->m_worldTransform;
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m_gjkPairDetector.GetClosestPoints(input,*resultOut);
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m_gjkPairDetector.GetClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
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m_dispatcher->ReleaseManifoldResult(resultOut);
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}
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bool disableCcd = false;
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float ConvexConvexAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,float timeStep,int stepCount)
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float ConvexConvexAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo)
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{
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CheckPenetrationDepthSolver();
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