more compounds work, the basics work. now some stackless tree-tree traversal is needed to speedup compound versus compound.
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@@ -31,8 +31,12 @@ void ManifoldResult::AddContactPoint(const SimdVector3& normalOnBInWorld,const S
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if (depth > m_manifoldPtr->GetContactBreakingTreshold())
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return;
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SimdTransform transAInv = m_body0->m_worldTransform.inverse();
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SimdTransform transBInv= m_body1->m_worldTransform.inverse();
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SimdTransform transAInv = m_body0->m_cachedInvertedWorldTransform;
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SimdTransform transBInv= m_body1->m_cachedInvertedWorldTransform;
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//transAInv = m_body0->m_worldTransform.inverse();
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//transBInv= m_body1->m_worldTransform.inverse();
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SimdVector3 pointA = pointInWorld + normalOnBInWorld * depth;
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SimdVector3 localA = transAInv(pointA );
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SimdVector3 localB = transBInv(pointInWorld);
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