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https://github.com/TorqueGameEngines/Torque3D.git
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Bullet Library v2.81
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462 changed files with 59613 additions and 8036 deletions
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@ -19,12 +19,15 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "btSoftBody.h"
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#include "BulletSoftBody/btSoftBodySolvers.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
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///TODO: include all the shapes that the softbody can collide with
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///alternatively, implement special case collision algorithms (just like for rigid collision shapes)
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//#include <stdio.h>
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btSoftRigidCollisionAlgorithm::btSoftRigidCollisionAlgorithm(btPersistentManifold* /*mf*/,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* /*col0*/,btCollisionObject* /*col1*/, bool isSwapped)
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btSoftRigidCollisionAlgorithm::btSoftRigidCollisionAlgorithm(btPersistentManifold* /*mf*/,const btCollisionAlgorithmConstructionInfo& ci,const btCollisionObjectWrapper* ,const btCollisionObjectWrapper* , bool isSwapped)
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: btCollisionAlgorithm(ci),
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//m_ownManifold(false),
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//m_manifoldPtr(mf),
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@ -50,18 +53,19 @@ btSoftRigidCollisionAlgorithm::~btSoftRigidCollisionAlgorithm()
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#include <stdio.h>
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void btSoftRigidCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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void btSoftRigidCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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(void)dispatchInfo;
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(void)resultOut;
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//printf("btSoftRigidCollisionAlgorithm\n");
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btSoftBody* softBody = m_isSwapped? (btSoftBody*)body1 : (btSoftBody*)body0;
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btCollisionObject* rigidCollisionObject = m_isSwapped? body0 : body1;
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// const btCollisionObjectWrapper* softWrap = m_isSwapped?body1Wrap:body0Wrap;
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// const btCollisionObjectWrapper* rigidWrap = m_isSwapped?body0Wrap:body1Wrap;
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btSoftBody* softBody = m_isSwapped? (btSoftBody*)body1Wrap->getCollisionObject() : (btSoftBody*)body0Wrap->getCollisionObject();
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const btCollisionObjectWrapper* rigidCollisionObjectWrap = m_isSwapped? body0Wrap : body1Wrap;
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if (softBody->m_collisionDisabledObjects.findLinearSearch(rigidCollisionObject)==softBody->m_collisionDisabledObjects.size())
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if (softBody->m_collisionDisabledObjects.findLinearSearch(rigidCollisionObjectWrap->getCollisionObject())==softBody->m_collisionDisabledObjects.size())
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{
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softBody->defaultCollisionHandler(rigidCollisionObject);
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softBody->getSoftBodySolver()->processCollision(softBody, rigidCollisionObjectWrap);
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}
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