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