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