disable help text by default in AllBulletDemos (text slows down many graphics cards)
improve CollisionDemo.cpp, show multi-contact generation using perturbation improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive Added missing projectfiles Fixed single-shot contact generation. it is disabled by default to improve performance Bugfixes for character controller, thanks to John McCutchan for reporting Constraint solver: better default settings btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free) disable memalign by default, use Bullet's aligned allocator
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@@ -45,7 +45,6 @@ MString rigidBodyNode::typeName("dRigidBody");
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MObject rigidBodyNode::ia_collisionShape;
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MObject rigidBodyNode::ia_solver;
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MObject rigidBodyNode::ia_active;
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MObject rigidBodyNode::ia_mass;
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MObject rigidBodyNode::ia_restitution;
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MObject rigidBodyNode::ia_friction;
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@@ -77,12 +76,6 @@ MStatus rigidBodyNode::initialize()
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status = addAttribute(ia_solver);
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MCHECKSTATUS(status, "adding solver attribute")
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ia_active = fnNumericAttr.create("active", "ac", MFnNumericData::kBoolean, 1, &status);
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MCHECKSTATUS(status, "creating active attribute")
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fnNumericAttr.setKeyable(true);
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status = addAttribute(ia_active);
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MCHECKSTATUS(status, "adding active attribute")
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ia_mass = fnNumericAttr.create("mass", "ma", MFnNumericData::kDouble, 1.0, &status);
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MCHECKSTATUS(status, "creating mass attribute")
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fnNumericAttr.setKeyable(true);
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@@ -184,8 +177,6 @@ MStatus rigidBodyNode::initialize()
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status = attributeAffects(ia_solver, ca_solver);
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MCHECKSTATUS(status, "adding attributeAffects(ia_solver, ca_solver)")
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// status = attributeAffects(ia_active, ca_rigidBodyParam);
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// MCHECKSTATUS(status, "adding attributeAffects(ia_active, ca_rigidBodyParam)")
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return MS::kSuccess;
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}
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@@ -521,7 +512,6 @@ void rigidBodyNode::computeRigidBodyParam(const MPlug& plug, MDataBlock& data)
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m_rigid_body->set_friction(data.inputValue(ia_friction).asDouble());
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m_rigid_body->set_linear_damping(data.inputValue(ia_linearDamping).asDouble());
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m_rigid_body->set_angular_damping(data.inputValue(ia_angularDamping).asDouble());
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// m_rigid_body->set_kinematic(!data.inputValue(ia_active).asBool());
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data.outputValue(ca_rigidBodyParam).set(true);
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data.setClean(plug);
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