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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@@ -43,9 +43,10 @@ struct btCollisionObject
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enum CollisionFlags
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{
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isStatic = 1,
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noContactResponse = 2,
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customMaterialCallback = 4,//this allows per-triangle material (friction/restitution)
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CF_STATIC_OBJECT= 1,
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CF_KINEMATIC_OJBECT= 2,
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CF_NO_CONTACT_RESPONSE = 4,
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CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
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};
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@@ -75,14 +76,24 @@ struct btCollisionObject
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/// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionTreshold
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float m_ccdSquareMotionTreshold;
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bool mergesSimulationIslands() const;
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inline bool IsStatic() const {
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return m_collisionFlags & isStatic;
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inline bool mergesSimulationIslands() const
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{
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//static objects, kinematic and object without contact response don't merge islands
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return !(m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OJBECT | CF_NO_CONTACT_RESPONSE) );
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}
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inline bool HasContactResponse() {
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return !(m_collisionFlags & noContactResponse);
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inline bool isStaticObject() const {
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return m_collisionFlags & CF_STATIC_OBJECT;
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}
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inline bool isKinematicObject() const
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{
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return m_collisionFlags & CF_KINEMATIC_OJBECT;
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}
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inline bool hasContactResponse() const {
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return !(m_collisionFlags & CF_NO_CONTACT_RESPONSE);
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}
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