Added method to collect all persistent contact manifolds, given a btBroadphasePair (collision algorithm)
virtual void getAllContactManifolds(btManifoldArray& manifoldArray) See Demos/CharacterDemo/CharacterDemo.cpp for example usage of getAllContactManifolds Added btDbvtBroadphase to btBulletCollisionCommon.h headerfile Enable soft body vs concave (albeit slow) Improved contact point debug rendering (moved from constraint solver into debugDrawWorld)
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@@ -147,7 +147,8 @@ void BspDemo::initPhysics(char* bspfilename)
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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btVector3 worldMin(-1000,-1000,-1000);
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btVector3 worldMax(1000,1000,1000);
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m_broadphase = new btAxisSweep3(worldMin,worldMax);
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m_broadphase = new btDbvtBroadphase();
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//m_broadphase = new btAxisSweep3(worldMin,worldMax);
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//btOverlappingPairCache* broadphase = new btSimpleBroadphase();
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m_solver = new btSequentialImpulseConstraintSolver();
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//ConstraintSolver* solver = new OdeConstraintSolver;
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@@ -235,6 +236,9 @@ void BspDemo::displayCallback(void) {
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renderme();
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//optional but useful: debug drawing
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if (m_dynamicsWorld)
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m_dynamicsWorld->debugDrawWorld();
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glFlush();
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glutSwapBuffers();
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