Added a very basic dynamics demo, only using spheres (and optionally boxes)
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@@ -32,6 +32,27 @@ int gNumManifold = 0;
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#include <stdio.h>
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btCollisionDispatcher::btCollisionDispatcher(bool noDefaultAlgorithms)
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:m_useIslands(true),
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m_count(0),
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m_convexConvexCreateFunc(0),
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m_convexConcaveCreateFunc(0),
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m_swappedConvexConcaveCreateFunc(0),
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m_compoundCreateFunc(0),
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m_swappedCompoundCreateFunc(0),
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m_emptyCreateFunc(0)
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{
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int i;
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m_emptyCreateFunc = new btEmptyAlgorithm::CreateFunc;
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for (i=0;i<MAX_BROADPHASE_COLLISION_TYPES;i++)
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{
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for (int j=0;j<MAX_BROADPHASE_COLLISION_TYPES;j++)
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{
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m_doubleDispatch[i][j] = m_emptyCreateFunc;
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}
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}
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}
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btCollisionDispatcher::btCollisionDispatcher ():
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@@ -56,8 +56,7 @@ class btCollisionDispatcher : public btDispatcher
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btCollisionAlgorithmCreateFunc* m_swappedCompoundCreateFunc;
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btCollisionAlgorithmCreateFunc* m_emptyCreateFunc;
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btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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public:
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@@ -99,7 +98,12 @@ public:
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int m_count;
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///the default constructor creates/register default collision algorithms, for convex, compound and concave shape support
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btCollisionDispatcher ();
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///a special constructor that doesn't create/register the default collision algorithms
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btCollisionDispatcher(bool noDefaultAlgorithms);
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virtual ~btCollisionDispatcher();
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virtual btPersistentManifold* getNewManifold(void* b0,void* b1);
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@@ -111,9 +115,7 @@ public:
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btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsCollision(btCollisionObject* body0,btCollisionObject* body1);
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virtual bool needsResponse(btCollisionObject* body0,btCollisionObject* body1);
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@@ -26,10 +26,12 @@ m_ownManifold(false),
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m_manifoldPtr(mf),
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m_isSwapped(isSwapped)
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{
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btCollisionObject* sphereObj = m_isSwapped? col1 : col0;
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btCollisionObject* boxObj = m_isSwapped? col0 : col1;
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if (!m_manifoldPtr && m_dispatcher->needsCollision(col0,col1))
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if (!m_manifoldPtr && m_dispatcher->needsCollision(sphereObj,boxObj))
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{
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m_manifoldPtr = m_dispatcher->getNewManifold(col0,col1);
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m_manifoldPtr = m_dispatcher->getNewManifold(sphereObj,boxObj);
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m_ownManifold = true;
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}
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}
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