BulletSim: first version of raycast. Only single contact point and no

filtering.
This commit is contained in:
Robert Adams
2017-09-03 17:15:27 -07:00
parent 6c5cfbafba
commit f348f7fa90
8 changed files with 140 additions and 131 deletions

View File

@@ -838,7 +838,7 @@ public static class BSParam
new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
0f,
(s) => { return 0f; },
(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
0f,
(s) => { return 0f; },
@@ -924,10 +924,10 @@ public static class BSParam
// =====================================================================
// There are parameters that, when set, cause things to happen in the physics engine.
// This causes the broadphase collision cache to be cleared.
private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
{
BSScene physScene = pPhysScene;
physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetBroadphasePoolTainted", delegate()
{
physScene.PE.ResetBroadphasePool(physScene.World);
});