One of the last parts of the refactoring (hopefully), made most members of btCollisionObject protected.
Also did some work on improving the constraint solver.
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@@ -48,8 +48,8 @@ void btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject* co
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if (!m_manifoldPtr)
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return;
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btSphereShape* sphere = (btSphereShape*)col0->m_collisionShape;
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btTriangleShape* triangle = (btTriangleShape*)col1->m_collisionShape;
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btSphereShape* sphere = (btSphereShape*)col0->getCollisionShape();
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btTriangleShape* triangle = (btTriangleShape*)col1->getCollisionShape();
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/// report a contact. internally this will be kept persistent, and contact reduction is done
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resultOut->setPersistentManifold(m_manifoldPtr);
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@@ -57,8 +57,8 @@ void btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject* co
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btDiscreteCollisionDetectorInterface::ClosestPointInput input;
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input.m_maximumDistanceSquared = 1e30f;//todo: tighter bounds
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input.m_transformA = col0->m_worldTransform;
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input.m_transformB = col1->m_worldTransform;
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input.m_transformA = col0->getWorldTransform();
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input.m_transformB = col1->getWorldTransform();
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detector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
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