{
rb_build_manifold_terrain( &ch->ragdoll[i] );
- /* TODO: Cars */
+ /* TODO: Cars, piece-to-piece collision */
#if 0
u32 colliders[16];
int len = bh_select( &world.bhcubes, ch->ragdoll[i].bbx_world,
#endif
}
+ rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
v3f rv;
float shoe_vel[2];
{
float const k_springfactor = 1.0f/20.0f;
- rb_solve_contacts();
+ rb_solve_contacts( rb_contact_buffer, rb_contact_count );
for( int j=0; j<vg_list_size(rd_joints); j++ )
{