7b33050b3d
Godot physics relies on ID zero being invalid, whereas BVH 0 is a valid ID. |
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.. | ||
joints | ||
SCsub | ||
area_pair_sw.cpp | ||
area_pair_sw.h | ||
area_sw.cpp | ||
area_sw.h | ||
body_pair_sw.cpp | ||
body_pair_sw.h | ||
body_sw.cpp | ||
body_sw.h | ||
broad_phase_basic.cpp | ||
broad_phase_basic.h | ||
broad_phase_bvh.cpp | ||
broad_phase_bvh.h | ||
broad_phase_octree.cpp | ||
broad_phase_octree.h | ||
broad_phase_sw.cpp | ||
broad_phase_sw.h | ||
collision_object_sw.cpp | ||
collision_object_sw.h | ||
collision_solver_sat.cpp | ||
collision_solver_sat.h | ||
collision_solver_sw.cpp | ||
collision_solver_sw.h | ||
constraint_sw.h | ||
gjk_epa.cpp | ||
gjk_epa.h | ||
joints_sw.h | ||
physics_server_sw.cpp | ||
physics_server_sw.h | ||
shape_sw.cpp | ||
shape_sw.h | ||
space_sw.cpp | ||
space_sw.h | ||
step_sw.cpp | ||
step_sw.h |