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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@@ -536,7 +536,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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END_PROFILE("refreshManifolds");
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#endif //FORCE_REFESH_CONTACT_MANIFOLDS
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btVector3 color(0,1,0);
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@@ -648,10 +648,6 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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btManifoldPoint& cp = manifold->getContactPoint(j);
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if (debugDrawer)
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debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
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if (cp.getDistance() <= btScalar(0.))
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{
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@@ -1110,7 +1106,7 @@ void btSequentialImpulseConstraintSolver::prepareConstraints(btPersistentManifol
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gTotalContactPoints += numpoints;
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btVector3 color(0,1,0);
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for (int i=0;i<numpoints ;i++)
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{
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btManifoldPoint& cp = manifoldPtr->getContactPoint(i);
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@@ -1287,16 +1283,12 @@ btScalar btSequentialImpulseConstraintSolver::solveCombinedContactFriction(btRig
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{
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btVector3 color(0,1,0);
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{
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if (cp.getDistance() <= btScalar(0.))
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{
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if (iter == 0)
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{
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if (debugDrawer)
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debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
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}
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{
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@@ -1325,16 +1317,12 @@ btScalar btSequentialImpulseConstraintSolver::solve(btRigidBody* body0,btRigidBo
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{
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btVector3 color(0,1,0);
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{
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if (cp.getDistance() <= btScalar(0.))
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{
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if (iter == 0)
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{
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if (debugDrawer)
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debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
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}
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{
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@@ -1363,7 +1351,7 @@ btScalar btSequentialImpulseConstraintSolver::solveFriction(btRigidBody* body0,b
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{
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btVector3 color(0,1,0);
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{
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if (cp.getDistance() <= btScalar(0.))
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