+ CMake build system fix under Windows: don't define _WINDOWS to allow Glut console demo to build properly
+ Allow user to enable useConvexConservativeDistanceUtil . Use dynamicsWorld->getDispatchInfo().m_useConvexConservativeDistanceUtil = true; (see Demos/Benchmarks/Benchmark4 (convex objects falling down) + Fix for plane drawing (just wire-frame) + Gimpact: use collision margin of 0.07 for demo (because BULLET_TRIANGLE_COLLISION is used) + replace dot,cross,distance,angle,triple in btVector3 by btDot, btCross,btDistance,btAngle,btDistance to avoid naming conflicts + Some fixes in GJK penetration depth normal direction (broken in a previous commit) + fix in calculateDiffAxisAngleQuaternion to make ConvexConservativeDistanceUtil work properly + allow debug drawing to debug btContinuousConvexCollision + add comment/warning that btTriangleMesh::findOrAddVertex is an internal method, users should use addTriangle instead
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@@ -118,11 +118,11 @@ void SoftDemo::clientMoveAndDisplay()
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const btVector3 rayTo=getRayTo(x,y);
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const btVector3 rayDir=(rayTo-rayFrom).normalized();
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const btVector3 N=(m_cameraTargetPosition-m_cameraPosition).normalized();
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const btScalar O=dot(m_impact,N);
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const btScalar den=dot(N,rayDir);
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const btScalar O=btDot(m_impact,N);
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const btScalar den=btDot(N,rayDir);
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if((den*den)>0)
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{
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const btScalar num=O-dot(N,rayFrom);
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const btScalar num=O-btDot(N,rayFrom);
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const btScalar hit=num/den;
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if((hit>0)&&(hit<1500))
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{
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@@ -1442,8 +1442,8 @@ void SoftDemo::renderme()
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const btScalar a= (btScalar)0.5;
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const btVector3 n= m_softBodyWorldInfo.water_normal;
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const btVector3 o= -n*m_softBodyWorldInfo.water_offset;
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const btVector3 x= cross(n,axis[n.minAxis()]).normalized();
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const btVector3 y= cross(x,n).normalized();
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const btVector3 x= btCross(n,axis[n.minAxis()]).normalized();
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const btVector3 y= btCross(x,n).normalized();
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const btScalar s= 25;
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idraw->drawTriangle(o-x*s-y*s,o+x*s-y*s,o+x*s+y*s,c,a);
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idraw->drawTriangle(o-x*s-y*s,o+x*s+y*s,o-x*s+y*s,c,a);
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