diff --git a/src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h b/src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h index 7ee9272bf..14f015ce5 100644 --- a/src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h +++ b/src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h @@ -27,7 +27,11 @@ subject to the following restrictions: class btConvexPenetrationDepthSolver; -#define USE_SEPDISTANCE_UTIL2 1 +///Enabling USE_SEPDISTANCE_UTIL2 requires 100% reliable distance computation. However, when using large size ratios GJK can be imprecise +///so the distance is not conservative. In that case, enabling this USE_SEPDISTANCE_UTIL2 would result in failing/missing collisions. +///Either improve GJK for large size ratios (testing a 100 units versus a 0.1 unit object) or only enable the util +///for certain pairs that have a small size ratio +///#define USE_SEPDISTANCE_UTIL2 1 ///ConvexConvexAlgorithm collision algorithm implements time of impact, convex closest points and penetration depth calculations. class btConvexConvexAlgorithm : public btActivatingCollisionAlgorithm diff --git a/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h index aa9db9652..646b3f4e3 100644 --- a/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h +++ b/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h @@ -60,9 +60,9 @@ protected: virtual void integrateTransforms(btScalar timeStep); - void calculateSimulationIslands(); + virtual void calculateSimulationIslands(); - void solveConstraints(btContactSolverInfo& solverInfo); + virtual void solveConstraints(btContactSolverInfo& solverInfo); void updateActivationState(btScalar timeStep); @@ -72,9 +72,8 @@ protected: virtual void internalSingleStepSimulation( btScalar timeStep); - void synchronizeMotionStates(); - void saveKinematicState(btScalar timeStep); + virtual void saveKinematicState(btScalar timeStep); void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color); @@ -90,7 +89,8 @@ public: ///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.)); - + + virtual void synchronizeMotionStates(); void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false); diff --git a/src/BulletDynamics/Dynamics/btDynamicsWorld.h b/src/BulletDynamics/Dynamics/btDynamicsWorld.h index 52e23823c..334966102 100644 --- a/src/BulletDynamics/Dynamics/btDynamicsWorld.h +++ b/src/BulletDynamics/Dynamics/btDynamicsWorld.h @@ -80,6 +80,8 @@ public: virtual void setGravity(const btVector3& gravity) = 0; virtual btVector3 getGravity () const = 0; + virtual void synchronizeMotionStates() = 0; + virtual void addRigidBody(btRigidBody* body) = 0; virtual void removeRigidBody(btRigidBody* body) = 0; diff --git a/src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h b/src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h index 7a2cbbfc0..ea1a2a1cc 100644 --- a/src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h +++ b/src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h @@ -60,7 +60,7 @@ public: virtual void updateAabbs(); - void synchronizeMotionStates(); + virtual void synchronizeMotionStates(); virtual void setConstraintSolver(btConstraintSolver* solver);