Rigid body physics for non spherical bounding objects.
If your simulation becomes unstable, crank up the 'Form' control. Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
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@@ -52,7 +52,6 @@ class SumoPhysicsController : public PHY_IPhysicsController , public SM_Callback
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public:
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SumoPhysicsController(
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class SM_Scene* sumoScene,
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DT_SceneHandle solidscene,
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class SM_Object* sumoObj,
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class PHY_IMotionState* motionstate,
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bool dyna);
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@@ -139,29 +138,28 @@ public:
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private:
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class SM_Object* m_sumoObj;
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class SM_Scene* m_sumoScene; // needed for replication
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DT_SceneHandle m_solidscene;
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class SM_Object* m_sumoObj;
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class SM_Scene* m_sumoScene; // needed for replication
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bool m_bFirstTime;
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bool m_bDyna;
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float m_friction;
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float m_restitution;
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float m_friction;
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float m_restitution;
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bool m_suspendDynamics;
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bool m_suspendDynamics;
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bool m_firstTime;
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bool m_bFullRigidBody;
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bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
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bool m_firstTime;
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bool m_bFullRigidBody;
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bool m_bPhantom; // special flag for objects that are not affected by physics 'resolver'
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// data to calculate fake velocities for kinematic objects (non-dynas)
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bool m_bKinematic;
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bool m_bPrevKinematic;
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bool m_bKinematic;
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bool m_bPrevKinematic;
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float m_lastTime;
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float m_lastTime;
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class PHY_IMotionState* m_MotionState;
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class PHY_IMotionState* m_MotionState;
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};
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