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.
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@@ -1229,7 +1229,8 @@ void DemoApplication::clientResetScene()
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myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
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colObj->setWorldTransform( myMotionState->m_graphicsWorldTrans );
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colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
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colObj->activate();
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//colObj->activate();
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colObj->setActivationState(WANTS_DEACTIVATION);
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}
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//removed cached contact points
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m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
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@@ -85,15 +85,15 @@ public:
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normal.normalize();
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glBegin(GL_TRIANGLES);
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glColor3f(0, 1, 0);
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glColor3f(1, 1, 1);
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glNormal3d(normal.getX(),normal.getY(),normal.getZ());
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glColor3f(0, 1, 0);
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//glColor3f(0, 1, 0);
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glNormal3d(normal.getX(),normal.getY(),normal.getZ());
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 1, 0);
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//glColor3f(0, 1, 0);
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glNormal3d(normal.getX(),normal.getY(),normal.getZ());
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glEnd();
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@@ -237,11 +237,11 @@ public:
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} else
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{
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glBegin(GL_TRIANGLES);
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glColor3f(1, 0, 0);
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glColor3f(1, 1, 1);
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glColor3f(0, 1, 0);
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//glColor3f(0, 1, 0);
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 0, 1);
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//glColor3f(0, 0, 1);
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glEnd();
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}
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