processed a lot of feedback: added 'realtime' simulation with fixed substeps (and clamping maximum number of substeps), this means that when stepSimulation is called with smaller timesteps then 'fixed substep' the motionstate is interpolated.
renamed m_ccdSweptSphereRadius, enabled wireframe debugDrawObject (using debugDrawer)
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@@ -154,23 +154,7 @@ void UserCollisionAlgorithm::clientMoveAndDisplay()
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}
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void UserCollisionAlgorithm::clientResetScene()
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{
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/*
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int numObj = m_physicsEnvironmentPtr->GetNumControllers();
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//skip ground
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for (int i=1;i<numObj;i++)
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{
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CcdPhysicsController* ctrl = m_physicsEnvironmentPtr->GetPhysicsController(i);
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ctrl->setPosition(1,2*i,1);
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ctrl->setOrientation(0,0,0,1);
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ctrl->SetLinearVelocity(0,0,0,0);
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ctrl->SetAngularVelocity(0,0,0,0);
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}
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*/
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}
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@@ -28,7 +28,7 @@ class UserCollisionAlgorithm : public DemoApplication
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virtual void displayCallback();
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virtual void clientResetScene();
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};
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