Added btNearCallback. This is similar to Open Dynamics Engine (ODE) dNearCallback, but important differences:

- contact points are persistent (lifetime more then one frame, for warmstarting/incremental contact point management)
- continuous collision detection, time of impact
Added btRigidBody::isInWorld(), returns true if btRigidBody is inside a btCollisionWorld/btDynamicsWorld derived class
Added angularFactor to btRigidbody, this helps some character control (no angular impulse applied)
This commit is contained in:
ejcoumans
2006-12-04 15:42:03 +00:00
parent 2f557b2a4d
commit b6d1b4c94e
8 changed files with 142 additions and 90 deletions

View File

@@ -54,14 +54,11 @@ void btOverlappingPairCache::removeOverlappingPair(btBroadphasePair& findPair)
void btOverlappingPairCache::cleanOverlappingPair(btBroadphasePair& pair)
{
for (int dispatcherId=0;dispatcherId<SIMPLE_MAX_ALGORITHMS;dispatcherId++)
if (pair.m_algorithm)
{
if (pair.m_algorithms[dispatcherId])
{
{
delete pair.m_algorithms[dispatcherId];
pair.m_algorithms[dispatcherId]=0;
}
delete pair.m_algorithm;;
pair.m_algorithm=0;
}
}
}