remove that odd triangle in the origin of samurai castle (VR)
add rolling/spinning friction to cube, remove it from plane/samurai.urdf URDF2Bullet: support joint limits for revolute and prismatic, only if defined (if upper < lower, disable limit) add some profiling markers to improve performance
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@@ -15,6 +15,7 @@ subject to the following restrictions:
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#include "btConvexConcaveCollisionAlgorithm.h"
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#include "LinearMath/btQuickprof.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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@@ -79,6 +80,7 @@ void btConvexTriangleCallback::clearCache()
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void btConvexTriangleCallback::processTriangle(btVector3* triangle,int
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partId, int triangleIndex)
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{
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BT_PROFILE("btConvexTriangleCallback::processTriangle");
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if (!TestTriangleAgainstAabb2(triangle, m_aabbMin, m_aabbMax))
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{
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@@ -184,7 +186,7 @@ void btConvexConcaveCollisionAlgorithm::clearCache()
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void btConvexConcaveCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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BT_PROFILE("btConvexConcaveCollisionAlgorithm::processCollision");
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const btCollisionObjectWrapper* convexBodyWrap = m_isSwapped ? body1Wrap : body0Wrap;
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const btCollisionObjectWrapper* triBodyWrap = m_isSwapped ? body0Wrap : body1Wrap;
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@@ -265,6 +267,7 @@ btScalar btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObj
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virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex)
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{
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BT_PROFILE("processTriangle");
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(void)partId;
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(void)triangleIndex;
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//do a swept sphere for now
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