Add pairwise collision test:
void btCollisionWorld::contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback) cmake: improve feedback for Maya Plugin handling if the Maya base path is not detected
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@@ -1017,6 +1017,25 @@ void btCollisionWorld::contactTest( btCollisionObject* colObj, ContactResultCall
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}
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///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
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///it reports one or more contact points (including the one with deepest penetration)
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void btCollisionWorld::contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback)
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{
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btCollisionAlgorithm* algorithm = getDispatcher()->findAlgorithm(colObjA,colObjB);
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if (algorithm)
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{
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btBridgedManifoldResult contactPointResult(colObjA,colObjB, resultCallback);
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//discrete collision detection query
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algorithm->processCollision(colObjA,colObjB, getDispatchInfo(),&contactPointResult);
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algorithm->~btCollisionAlgorithm();
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getDispatcher()->freeCollisionAlgorithm(algorithm);
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}
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}
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class DebugDrawcallback : public btTriangleCallback, public btInternalTriangleIndexCallback
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{
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@@ -403,6 +403,11 @@ public:
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///it reports one or more contact points for every overlapping object (including the one with deepest penetration)
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void contactTest(btCollisionObject* colObj, ContactResultCallback& resultCallback);
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///contactTest performs a discrete collision test between two collision objects and calls the resultCallback if overlap if detected.
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///it reports one or more contact points (including the one with deepest penetration)
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void contactPairTest(btCollisionObject* colObjA, btCollisionObject* colObjB, ContactResultCallback& resultCallback);
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/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
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/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
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/// This allows more customization.
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