another large series of changes, related to the refactoring.
CompoundShapes are tricky to manage with respect to persistent contact points and swapped order of btCollisionObjects, During dispatch, finding an algorith etc. order can be swapped. fixed several other issues, related to SimpleBroadphase (removing a proxy was not working)
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@@ -56,8 +56,24 @@ class btCollisionDispatcher : public btDispatcher
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btCollisionAlgorithmCreateFunc* m_swappedCompoundCreateFunc;
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btCollisionAlgorithmCreateFunc* m_emptyCreateFunc;
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public:
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///allows the user to get contact point callbacks
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inline btManifoldResult* internalGetNewManifoldResult(btCollisionObject* obj0,btCollisionObject* obj1)
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{
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//in-place, this prevents parallel dispatching, but just adding a list would fix that.
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btManifoldResult* manifoldResult = new (&m_defaultManifoldResult) btManifoldResult(obj0,obj1);
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return manifoldResult;
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}
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///allows the user to get contact point callbacks
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inline void internalReleaseManifoldResult(btManifoldResult*)
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{
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}
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///registerCollisionCreateFunc allows registration of custom/alternative collision create functions
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void registerCollisionCreateFunc(int proxyType0,int proxyType1, btCollisionAlgorithmCreateFunc* createFunc);
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@@ -90,23 +106,17 @@ public:
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virtual void releaseManifold(btPersistentManifold* manifold);
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///allows the user to get contact point callbacks
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virtual btManifoldResult* getNewManifoldResult(btCollisionObject* obj0,btCollisionObject* obj1,btPersistentManifold* manifold);
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///allows the user to get contact point callbacks
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virtual void releaseManifoldResult(btManifoldResult*);
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virtual void clearManifold(btPersistentManifold* manifold);
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btCollisionAlgorithm* findAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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btCollisionAlgorithm* internalFindAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsCollision(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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virtual bool needsCollision(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsResponse(const btCollisionObject& colObj0,const btCollisionObject& colObj1);
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virtual bool needsResponse(btCollisionObject* body0,btCollisionObject* body1);
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virtual int getUniqueId() { return RIGIDBODY_DISPATCHER;}
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