more compounds work, the basics work. now some stackless tree-tree traversal is needed to speedup compound versus compound.
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@@ -21,6 +21,8 @@ subject to the following restrictions:
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#include "CollisionDispatch/ConvexConvexAlgorithm.h"
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#include "CollisionDispatch/EmptyCollisionAlgorithm.h"
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#include "CollisionDispatch/ConvexConcaveCollisionAlgorithm.h"
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#include "CollisionDispatch/CompoundCollisionAlgorithm.h"
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#include "CollisionShapes/CollisionShape.h"
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#include "CollisionDispatch/CollisionObject.h"
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#include <algorithm>
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@@ -211,6 +213,18 @@ CollisionAlgorithm* ParallelIslandDispatcher::InternalFindAlgorithm(BroadphasePr
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return new ConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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if (body0->m_collisionShape->IsCompound())
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{
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return new CompoundCollisionAlgorithm(ci,&proxy0,&proxy1);
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} else
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{
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if (body1->m_collisionShape->IsCompound())
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{
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return new CompoundCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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}
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//failed to find an algorithm
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return new EmptyAlgorithm(ci);
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