Ok there were tow bug one form you and one from me.
The one form you is that you are not settin the world size box right, i have ot hack it liek this so that I cna runn teh debug dll
- Code: Select all
void NewtonSetWorldSize(const NewtonWorld* newtonWorld, const dFloat* minPtr, const dFloat* maxPtr)
{
Newton* world;
TRACE_FUNTION(__FUNCTION__);
world = (Newton *) newtonWorld;
// dgVector p0 (minPtr[0], minPtr[1], minPtr[2], dgFloat32(1.0f));
// dgVector p1 (maxPtr[0], maxPtr[1], maxPtr[2], dgFloat32(1.0f));
dgVector p0 (-500, -500, -500, dgFloat32(1.0f));
dgVector p1 (500, 500, 500, dgFloat32(1.0f));
world->SetWorldSize(p0, p1);
}
The secund bug is the whne I copy the collision algorithm form teh compound Scen Mesh to the Collision Compound
I have to edito few funtions
one was those wa steh ImproveFistess
the is teh funtion tah update eh tree balace when you move bodies around,
In teh sne collison the they do no deal with teh cent of teh aabb bu teh compound collison do, so I added that by my mistake was that
I scaled the AABB by zero and not by 0.5, and tah makes some of eth tree node have zeor size AABB.
It was a copy and paste but.
For a moment I got scared there because after all these year of usin that in collison tree and scene collision, and could not beleive that I was going
to find a bug there. The will thioght all the work I am doing in 3.00 sicne in 3.00 the scene collision will be the BroadPhase,
luckyly it was a typo in copy and edit
do you get the code frm SVN or you use the download?