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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@@ -245,16 +245,18 @@ void btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,co
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btStridingMeshInterface* m_meshInterface;
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btTriangleCallback* m_callback;
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btVector3 m_triangle[3];
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int m_numOverlap;
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MyNodeOverlapCallback(btTriangleCallback* callback,btStridingMeshInterface* meshInterface)
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:m_meshInterface(meshInterface),
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m_callback(callback)
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m_callback(callback),
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m_numOverlap(0)
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{
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}
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virtual void processNode(int nodeSubPart, int nodeTriangleIndex)
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{
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m_numOverlap++;
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const unsigned char *vertexbase;
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int numverts;
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PHY_ScalarType type;
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@@ -321,8 +323,7 @@ void btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,co
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MyNodeOverlapCallback myNodeCallback(callback,m_meshInterface);
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m_bvh->reportAabbOverlappingNodex(&myNodeCallback,aabbMin,aabbMax);
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#endif//DISABLE_BVH
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