Add btCompoundShapes to concave triangle mesh, to QA this report. Couldn't find any issue:
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2557
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@@ -286,14 +286,29 @@ void ConcaveDemo::initPhysics()
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startTransform.setIdentity();
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0,-2,0));
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startTransform.setOrigin(btVector3(0,-2,0));
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#ifdef USE_BOX_SHAPE
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btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
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btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
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#else
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btCompoundShape* colShape = new btCompoundShape;
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btCollisionShape* cylinderShape = new btCylinderShapeX(btVector3(4,1,1));
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btCollisionShape* boxShape = new btBoxShape(btVector3(4,1,1));
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btTransform localTransform;
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localTransform.setIdentity();
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colShape->addChildShape(localTransform,boxShape);
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btQuaternion orn(SIMD_HALF_PI,0,0);
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localTransform.setRotation(orn);
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colShape->addChildShape(localTransform,cylinderShape);
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#endif //USE_BOX_SHAPE
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m_collisionShapes.push_back(colShape);
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m_collisionShapes.push_back(colShape);
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{
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{
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for (int i=0;i<10;i++)
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for (int i=0;i<10;i++)
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{
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{
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//btCollisionShape* colShape = new btCapsuleShape(0.5,2.0);//boxShape = new btSphereShape(1.f);
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startTransform.setOrigin(btVector3(2,10+i*2,1));
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startTransform.setOrigin(btVector3(2*i,10,1));
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localCreateRigidBody(1, startTransform,colShape);
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localCreateRigidBody(1, startTransform,colShape);
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}
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}
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}
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}
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