Calculation of bounding box: margins should be added before basis transform.

Disable btSphereBoxCollisionAlgorithm, it is broken.
More fixes for btSimpleBroadphase
Moved quickstep to Extras/quickstep folder, so developers don't get confused which constraint solver is default.
This commit is contained in:
erwin.coumans
2008-09-04 22:53:24 +00:00
parent 5334611f48
commit d8a5bf2c9c
29 changed files with 54 additions and 51 deletions

View File

@@ -1229,7 +1229,8 @@ void DemoApplication::clientResetScene()
myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
colObj->setWorldTransform( myMotionState->m_graphicsWorldTrans );
colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
colObj->activate();
//colObj->activate();
colObj->setActivationState(WANTS_DEACTIVATION);
}
//removed cached contact points
m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());

View File

@@ -85,15 +85,15 @@ public:
normal.normalize();
glBegin(GL_TRIANGLES);
glColor3f(0, 1, 0);
glColor3f(1, 1, 1);
glNormal3d(normal.getX(),normal.getY(),normal.getZ());
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glColor3f(0, 1, 0);
//glColor3f(0, 1, 0);
glNormal3d(normal.getX(),normal.getY(),normal.getZ());
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glColor3f(0, 1, 0);
//glColor3f(0, 1, 0);
glNormal3d(normal.getX(),normal.getY(),normal.getZ());
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glEnd();
@@ -237,11 +237,11 @@ public:
} else
{
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glColor3f(1, 1, 1);
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glColor3f(0, 1, 0);
//glColor3f(0, 1, 0);
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glColor3f(0, 0, 1);
//glColor3f(0, 0, 1);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glEnd();
}