Thanks to Mårten Svanfeldt for the contribution:
- optionally disable collisions between bodies that are linked with constraints - improved debug rendering with support for compounds, spheres, capsules
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@@ -69,15 +69,23 @@ protected:
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void* m_internalOwner;
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///time of impact calculation
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btScalar m_hitFraction;
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btScalar m_hitFraction;
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///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
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btScalar m_ccdSweptSphereRadius;
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btScalar m_ccdSweptSphereRadius;
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/// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionThreshold
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btScalar m_ccdSquareMotionThreshold;
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btScalar m_ccdSquareMotionThreshold;
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char m_pad[8];
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/// If some object should have elaborate collision filtering by sub-classes
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bool m_checkCollideWith;
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char m_pad[7];
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virtual bool checkCollideWithOverride(btCollisionObject* co)
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{
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return true;
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}
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public:
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@@ -159,7 +167,7 @@ public:
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return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
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}
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void setRestitution(btScalar rest)
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void setRestitution(btScalar rest)
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{
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m_restitution = rest;
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}
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@@ -322,6 +330,15 @@ public:
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m_userObjectPointer = userPointer;
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}
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inline bool checkCollideWith(btCollisionObject* co)
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{
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if (m_checkCollideWith)
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return checkCollideWithOverride(co);
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return true;
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}
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}
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;
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