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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@@ -38,7 +38,7 @@ class btDynamicsWorld : public btCollisionWorld
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}
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///stepSimulation proceeds the simulation over timeStep units
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virtual void stepSimulation( float timeStep) = 0;
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virtual void stepSimulation( float timeStep,int numSubsteps=1) = 0;
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virtual void updateAabbs() = 0;
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@@ -50,6 +50,12 @@ class btDynamicsWorld : public btCollisionWorld
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virtual btIDebugDraw* getDebugDrawer() = 0;
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//once a rigidbody is added to the dynamics world, it will get this gravity assigned
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//existing rigidbodies in the world get gravity assigned too, during this method
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virtual void setGravity(const btVector3& gravity) = 0;
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virtual void addRigidBody(btRigidBody* body) = 0;
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};
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#endif //BT_DYNAMICS_WORLD_H
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