Add GImpact collision algorithm to physics spaces

define_list_fix
Riccardo Balbo 9 years ago
parent 3353aea546
commit eee51f39f9
  1. 2
      jme3-bullet-native/src/native/cpp/jmePhysicsSpace.cpp
  2. 1
      jme3-bullet-native/src/native/cpp/jmePhysicsSpace.h

@ -147,6 +147,8 @@ void jmePhysicsSpace::createPhysicsSpace(jfloat minX, jfloat minY, jfloat minZ,
} else { } else {
dispatcher = new btCollisionDispatcher(collisionConfiguration); dispatcher = new btCollisionDispatcher(collisionConfiguration);
} }
btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
// the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) // the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
if (threading) { if (threading) {

@ -48,6 +48,7 @@
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" #include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h" #include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
/** /**
* Author: Normen Hansen * Author: Normen Hansen

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