Deterministic simulation for concave and compound collision shapes: added childShapeA/B to b3Contact4 + sort on them
Use tetrahedra instead of barrel for convex demo (until performance for edge-edge is improved) Increased #overlapping pair capacity from 12 to 16 / objec
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@@ -64,9 +64,15 @@ void GpuConvexScene::destroyScene()
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int GpuConvexScene::createDynamicsObjects(const ConstructionInfo& ci)
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(barrel_vertices)/strideInBytes;
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/*int numVertices = sizeof(barrel_vertices)/strideInBytes;
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int numIndices = sizeof(barrel_indices)/sizeof(int);
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return createDynamicsObjects2(ci,barrel_vertices,numVertices,barrel_indices,numIndices);
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*/
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int numVertices = sizeof(tetra_vertices)/strideInBytes;
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int numIndices = sizeof(tetra_indices)/sizeof(int);
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return createDynamicsObjects2(ci,tetra_vertices,numVertices,tetra_indices,numIndices);
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}
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int GpuBoxPlaneScene::createDynamicsObjects(const ConstructionInfo& ci)
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