use Dispatcher in ConcaveConvexCollisionAlgorithm (so it uses the registered collision algorithm, not hardcoded convexconcave)
improved performance of constraint solver by precalculating the cross product/impulse arm added collision comparison code: ODE box-box, also sphere-triangle added safety check into GJK, and an assert for AABB's that are very large write partid/triangle index outside of GJK
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@@ -158,6 +158,16 @@ public:
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applyTorqueImpulse(rel_pos.cross(impulse));
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}
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}
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//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
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inline void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,float impulseMagnitude)
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{
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if (m_inverseMass != 0.f)
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{
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m_linearVelocity += linearComponent*impulseMagnitude;
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m_angularVelocity += angularComponent*impulseMagnitude;
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}
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}
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void clearForces()
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{
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