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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@@ -120,8 +120,8 @@ void btSoftBodyTriangleCallback::processTriangle(btVector3* triangle,int partId,
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btCollisionObjectWrapper softBody(0,m_softBody->getCollisionShape(),m_softBody,m_softBody->getWorldTransform(),-1,-1);
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//btCollisionObjectWrapper triBody(0,tm, ob, btTransform::getIdentity());//ob->getWorldTransform());//??
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btCollisionObjectWrapper triBody(0,tm, m_triBody, m_triBody->getWorldTransform(),partId, triangleIndex);
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(&softBody,&triBody,0);//m_manifoldPtr);
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ebtDispatcherQueryType algoType = m_resultOut->m_closestPointDistanceThreshold > 0 ? BT_CLOSEST_POINT_ALGORITHMS : BT_CONTACT_POINT_ALGORITHMS;
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(&softBody,&triBody,0, algoType);//m_manifoldPtr);
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colAlgo->processCollision(&softBody,&triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->~btCollisionAlgorithm();
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@@ -164,7 +164,8 @@ void btSoftBodyTriangleCallback::processTriangle(btVector3* triangle,int partId,
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btCollisionObjectWrapper softBody(0,m_softBody->getCollisionShape(),m_softBody,m_softBody->getWorldTransform(),-1,-1);
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btCollisionObjectWrapper triBody(0,tm, m_triBody, m_triBody->getWorldTransform(),partId, triangleIndex);//btTransform::getIdentity());//??
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(&softBody,&triBody,0);//m_manifoldPtr);
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ebtDispatcherQueryType algoType = m_resultOut->m_closestPointDistanceThreshold > 0 ? BT_CLOSEST_POINT_ALGORITHMS : BT_CONTACT_POINT_ALGORITHMS;
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(&softBody,&triBody,0, algoType);//m_manifoldPtr);
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colAlgo->processCollision(&softBody,&triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->~btCollisionAlgorithm();
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