more refactoring, removed PhysicsInterface, cleaned up demos to make use of btDynamicsWorld derived classes.
removed two cached optimizations, type in btTransform and cached inverse transform (todo: test performance impact) committed fixes that make the code adhere to 'who creates it, also destroys it'
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@@ -65,6 +65,16 @@ public:
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void proceedToTransform(const btTransform& newTrans);
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///to keep collision detection and dynamics separate we don't store a rigidbody pointer
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///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
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static const btRigidBody* upcast(const btCollisionObject* colObj)
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{
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return (const btRigidBody*)colObj->m_internalOwner;
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}
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static btRigidBody* upcast(btCollisionObject* colObj)
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{
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return (btRigidBody*)colObj->m_internalOwner;
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}
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/// continuous collision detection needs prediction
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void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) const;
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