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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-04-27 16:44:17 +0200
committerGitHub <noreply@github.com>2020-04-27 16:44:17 +0200
commitf7e2ff5223aa90fb95e02c4a96cc9261c91f3376 (patch)
treed30bc9dd4e6a4e3aa13b38f2574772f7da737ca4 /thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
parent3fff0dda393e2496744a57d0e3897827c0bdc504 (diff)
parent3e7db60d56d5c25d7aa3fded4b90f36ca341159c (diff)
Merge pull request #38253 from nekomatata/bullet-update-2.90
Update to bullet master (2.90)
Diffstat (limited to 'thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp')
-rw-r--r--thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
index e4da468299..d2641c582f 100644
--- a/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
+++ b/thirdparty/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
@@ -14,7 +14,9 @@ subject to the following restrictions:
*/
//#define COMPUTE_IMPULSE_DENOM 1
-//#define BT_ADDITIONAL_DEBUG
+#ifdef BT_DEBUG
+# define BT_ADDITIONAL_DEBUG
+#endif
//It is not necessary (redundant) to refresh contact manifolds, this refresh has been moved to the collision algorithms.
@@ -690,8 +692,10 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
{
#if BT_THREADSAFE
int solverBodyId = -1;
- bool isRigidBodyType = btRigidBody::upcast(&body) != NULL;
- if (isRigidBodyType && !body.isStaticOrKinematicObject())
+ const bool isRigidBodyType = btRigidBody::upcast(&body) != NULL;
+ const bool isStaticOrKinematic = body.isStaticOrKinematicObject();
+ const bool isKinematic = body.isKinematicObject();
+ if (isRigidBodyType && !isStaticOrKinematic)
{
// dynamic body
// Dynamic bodies can only be in one island, so it's safe to write to the companionId
@@ -704,7 +708,7 @@ int btSequentialImpulseConstraintSolver::getOrInitSolverBody(btCollisionObject&
body.setCompanionId(solverBodyId);
}
}
- else if (isRigidBodyType && body.isKinematicObject())
+ else if (isRigidBodyType && isKinematic)
{
//
// NOTE: must test for kinematic before static because some kinematic objects also