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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@@ -28,7 +28,7 @@ float gLinearSleepingTreshold = 0.8f;
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float gAngularSleepingTreshold = 1.0f;
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static int uniqueId = 0;
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btRigidBody::btRigidBody( const btMassProps& massProps,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
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btRigidBody::btRigidBody( float mass,const btTransform& worldTransform,btCollisionShape* collisionShape,const btVector3& localInertia,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
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:
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m_gravity(0.0f, 0.0f, 0.0f),
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m_totalForce(0.0f, 0.0f, 0.0f),
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@@ -42,18 +42,23 @@ btRigidBody::btRigidBody( const btMassProps& massProps,btScalar linearDamping,bt
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m_frictionSolverType(0)
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{
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if (mass == 0.f)
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m_collisionFlags = btCollisionObject::isStatic;
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m_worldTransform = worldTransform;
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//moved to btCollisionObject
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m_friction = friction;
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m_restitution = restitution;
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m_collisionShape = collisionShape;
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m_debugBodyId = uniqueId++;
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//m_internalOwner is to allow upcasting from collision object to rigid body
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m_internalOwner = this;
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setMassProps(massProps.m_mass, massProps.m_inertiaLocal);
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setMassProps(mass, localInertia);
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setDamping(linearDamping, angularDamping);
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m_worldTransform.setIdentity();
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updateInertiaTensor();
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}
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@@ -61,7 +66,7 @@ btRigidBody::btRigidBody( const btMassProps& massProps,btScalar linearDamping,bt
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void btRigidBody::setLinearVelocity(const btVector3& lin_vel)
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{
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assert (m_collisionFlags != btCollisionObject::isStatic);
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m_linearVelocity = lin_vel;
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}
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