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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@@ -513,6 +513,7 @@ struct SolveTask// : public ThreadPool::Task
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if (bodyA.m_invMass)
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{
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b3Assert(usedBodies[aIdx]==0);
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usedBodies[aIdx]++;
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}
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if (m_wgUsedBodies)
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{
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@@ -537,12 +538,15 @@ struct SolveTask// : public ThreadPool::Task
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}
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}
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}
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usedBodies[aIdx]++;
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if (bodyB.m_invMass)
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{
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b3Assert(usedBodies[bIdx]==0);
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usedBodies[bIdx]++;
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}
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usedBodies[bIdx]++;
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if( !m_solveFriction )
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{
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