-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.

-near sensor support
- python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
This commit is contained in:
Erwin Coumans
2006-05-22 21:03:43 +00:00
parent 677cf7f133
commit ab71e2a9b5
20 changed files with 609 additions and 72 deletions

View File

@@ -307,26 +307,14 @@ void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy
GjkPairDetector::ClosestPointInput input;
SphereShape sphere(0.2f);
MinkowskiSumShape expanded0(min0,&sphere);
MinkowskiSumShape expanded1(min1,&sphere);
if (dispatchInfo.m_useContinuous)
{
m_gjkPairDetector.SetMinkowskiA(&expanded0);
m_gjkPairDetector.SetMinkowskiB(&expanded1);
input.m_maximumDistanceSquared = expanded0.GetMargin()+expanded1.GetMargin();
input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
}
else
{
m_gjkPairDetector.SetMinkowskiA(min0);
m_gjkPairDetector.SetMinkowskiB(min1);
input.m_maximumDistanceSquared = min0->GetMargin() + min1->GetMargin() + m_manifoldPtr->GetContactBreakingTreshold();
input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
}
input.m_maximumDistanceSquared = 1e30f;//
//TODO: if (dispatchInfo.m_useContinuous)
m_gjkPairDetector.SetMinkowskiA(min0);
m_gjkPairDetector.SetMinkowskiB(min1);
input.m_maximumDistanceSquared = min0->GetMargin() + min1->GetMargin() + m_manifoldPtr->GetContactBreakingTreshold();
input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
//input.m_maximumDistanceSquared = 1e30f;//
input.m_transformA = col0->m_worldTransform;
input.m_transformB = col1->m_worldTransform;