enable predictive contact constraints, see BasicDemo
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@@ -199,7 +199,12 @@ public:
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bool validContactDistance(const btManifoldPoint& pt) const
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{
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return pt.m_distance1 <= getContactBreakingThreshold();
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if (pt.m_lifeTime >1)
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{
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return pt.m_distance1 <= getContactBreakingThreshold();
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}
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return pt.m_distance1 <= getContactProcessingThreshold();
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}
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/// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
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void refreshContactPoints( const btTransform& trA,const btTransform& trB);
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