regular OR wireframe rendering, not both
add option to perform filtering of 'getClosestPoints' using linkA/linkB. don't use 'realtimesimulation' as default add/remove debug items within same thread pybullet, report contact points and normal as [x,y,z] triplet/vector, not 3 scalars separate 'getClosestPointsAlgorithm': box-box doesn't report closest points with positive distance, and the query shouldn't impact regular 'closesst points'
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@@ -64,6 +64,12 @@ struct btDispatcherInfo
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btScalar m_convexConservativeDistanceThreshold;
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};
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enum ebtDispatcherQueryType
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{
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BT_CONTACT_POINT_ALGORITHMS = 1,
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BT_CLOSEST_POINT_ALGORITHMS = 2
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};
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///The btDispatcher interface class can be used in combination with broadphase to dispatch calculations for overlapping pairs.
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///For example for pairwise collision detection, calculating contact points stored in btPersistentManifold or user callbacks (game logic).
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class btDispatcher
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@@ -73,7 +79,7 @@ class btDispatcher
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public:
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virtual ~btDispatcher() ;
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virtual btCollisionAlgorithm* findAlgorithm(const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,btPersistentManifold* sharedManifold=0) = 0;
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virtual btCollisionAlgorithm* findAlgorithm(const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,btPersistentManifold* sharedManifold, ebtDispatcherQueryType queryType) = 0;
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virtual btPersistentManifold* getNewManifold(const btCollisionObject* b0,const btCollisionObject* b1)=0;
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