fixed some outstanding issues with Bullet soft bodies:

1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
This commit is contained in:
erwin.coumans
2008-09-26 23:39:17 +00:00
parent 682a0a1b90
commit e590f4a721
6 changed files with 98 additions and 42 deletions

View File

@@ -609,6 +609,11 @@ public:
btAlignedObjectArray<int> m_userIndexMapping;
btSoftBodyWorldInfo* getWorldInfo()
{
return m_worldInfo;
}
virtual void setCollisionShape(btCollisionShape* collisionShape)
{
//don't do anything, due to the internal shape hack: todo: fix this