+ Fix btSubsimplexConvexCast
Thanks to Nacho, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2422) Fix in rendering, GL_STENCIL + btTriangleIndexVertexArray indices should be unsigned int/unsigned short int, + Made InternalProcessAllTriangles virtual, thanks to Both thank to Fullmetalcoder, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2401 +clamp impulse for btPoint2PointConstraint Thanks to Martijn Reuvers, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2418 + Free memory of bvh, pass in scaling factor (optional) Thanks to Roy Eltham, http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2375
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@@ -143,17 +143,13 @@ class btPersistentManifoldSortPredicate
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};
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//
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// todo: this is random access, it can be walked 'cache friendly'!
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//
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void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
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void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects)
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{
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BT_PROFILE("islandUnionFindAndQuickSort");
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m_islandmanifold.resize(0);
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//we are going to sort the unionfind array, and store the element id in the size
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//afterwards, we clean unionfind, to make sure no-one uses it anymore
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@@ -287,6 +283,23 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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#endif //SPLIT_ISLANDS
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}
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}
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}
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//
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// todo: this is random access, it can be walked 'cache friendly'!
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//
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void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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buildIslands(dispatcher,collisionObjects);
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int endIslandIndex=1;
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int startIslandIndex;
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int numElem = getUnionFind().getNumElements();
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BT_PROFILE("processIslands");
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#ifndef SPLIT_ISLANDS
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btPersistentManifold** manifold = dispatcher->getInternalManifoldPointer();
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@@ -367,5 +380,5 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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}
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#endif //SPLIT_ISLANDS
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m_islandmanifold.resize(0);
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}
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