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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@@ -52,14 +52,6 @@ btManifoldResult::btManifoldResult(btCollisionObject* body0,btCollisionObject* b
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m_rootTransB = body1->getWorldTransform();
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}
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void btManifoldResult::addLocalContactPointInternal(const btVector3& normalOnBInWorld,const btVector3& localPointA,const btVector3& localPointB)
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{
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btVector3 worldPointA = m_rootTransA( localPointA );
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btVector3 worldPointB = m_rootTransB( localPointB );
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btScalar depth = (worldPointA - worldPointB).dot(normalOnBInWorld);
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addContactPoint(normalOnBInWorld,worldPointB,depth);
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}
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void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
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{
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@@ -100,7 +92,7 @@ void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const b
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newPt.m_partId1 = m_partId1;
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newPt.m_index0 = m_index0;
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newPt.m_index1 = m_index1;
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//printf("depth=%f\n",depth);
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///@todo, check this for any side effects
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if (insertIndex >= 0)
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{
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