Cleaned up/simplified construction of a btRigidBody
Fixed memoryleak in btOptimizedBvh (delete []m_contiguousNodes;) Changed DemoApplication::localCreateRigidBody, so it adds the rigidbody to the btDynamicsWorld. Added check for duplicate objects in world when adding. Added assert to prevent setLinearVelocity on static rigidbodies Added btCollisionFilterGroups to btBroadphaseProxy removed duplicate 'btBroadphaseProxy* m_broadphaseProxy;' in btRigidBody
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@@ -62,17 +62,14 @@ void ConstraintDemo::initPhysics()
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trans.setIdentity();
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trans.setOrigin(btVector3(0,20,0));
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bool isDynamic = false;
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float mass = 1.f;
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btRigidBody* body0 = localCreateRigidBody( isDynamic,mass,trans,shape);
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getDynamicsWorld()->addCollisionObject(body0);
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float mass = 0.f;
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btRigidBody* body0 = localCreateRigidBody( mass,trans,shape);
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trans.setOrigin(btVector3(2*CUBE_HALF_EXTENTS,20,0));
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isDynamic = true;
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btRigidBody* body1 = localCreateRigidBody( isDynamic,mass,trans,shape);
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mass = 1.f;
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btRigidBody* body1 = localCreateRigidBody( mass,trans,shape);
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body1->setDamping(0.3,0.3);
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getDynamicsWorld()->addCollisionObject(body1);
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clientResetScene();
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