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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@@ -34,6 +34,12 @@ B3_ATTRIBUTE_ALIGNED16(struct) b3Contact4
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int m_bodyAPtrAndSignBit;
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int m_bodyBPtrAndSignBit;
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int m_childIndexA;
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int m_childIndexB;
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int m_unused1;
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int m_unused2;
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int getBodyA()const {return abs(m_bodyAPtrAndSignBit);}
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int getBodyB()const {return abs(m_bodyBPtrAndSignBit);}
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bool isBodyAFixed()const { return m_bodyAPtrAndSignBit<0;}
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