b3GpuDynamicsWorld improvements:
apply forces copy linear/angular velocity every frame at the CPU side, initial velocity works now hook up setGravity Note: the 'stepSimulation' for GPU only simulates a single simulation frame.
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@@ -27,7 +27,7 @@ class b3GpuDynamicsWorld : public btDynamicsWorld
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btVector3 m_gravity;
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bool m_cpuGpuSync;
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float m_localTime;
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int findOrRegisterCollisionShape(const btCollisionShape* colShape);
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@@ -39,10 +39,8 @@ public:
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virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
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virtual void synchronizeMotionStates()
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{
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btAssert(0);
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}
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virtual void synchronizeMotionStates();
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void debugDrawWorld() {}
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@@ -52,6 +50,8 @@ public:
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void removeCollisionObject(btCollisionObject* colObj);
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virtual void removeRigidBody(btRigidBody* body);
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
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btAlignedObjectArray<class btCollisionObject*>& getCollisionObjectArray();
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@@ -69,11 +69,7 @@ public:
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addRigidBody(body);
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}
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virtual void removeRigidBody(btRigidBody* body)
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{
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btAssert(0);
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}
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virtual void addAction(btActionInterface* action)
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{
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@@ -97,10 +93,7 @@ public:
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}
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virtual void clearForces()
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{
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btAssert(0);
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}
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virtual void clearForces();
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virtual btDynamicsWorldType getWorldType() const
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{
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