rotation without slipping
the boundary box is now containing the object when it rotates. New bug, the mill's blade are now not falling apart(they should)
updating some const to be able to use std=c++11
replace a couple raw loops with std::minmax_element algorithm
now just the spheres rotates when collisioning
last commit introduced a really extrange bug (things suddenly dissapear or no motion)
a very first,raw accuracy improvement to the collision-detector
adding a ModelObjectVO, a simplified modelObject(less vertices) which improve the prerformace of the getSeparation().Still need more work though
I wasn't using VODecorator, and I implemented that logic within the modelObjectVO
performance improvement, now we calculate the position of the vertices in the modelObjectVo just when it changes, instead of in each collision::detect. new bug:ModelObjectVO::buildPositionedVertices is a huge memory leak
improvement, the vertices in the MOVO are now beign updated based on the variation on position(and not re-build every time)
performance improvement, all the triangle plane was moved into the MOVO and the normal calculation is done just once and the rotation is done just when the component change it's rotation (incremental approach, same we did for the vertices)
bug fix
adding buildBox (which will make no improvement to the collision detection whatsoever) for the models, but this way we can include model without making the cpu suffer. Restoring the old myContainer plus the 45 degrees plane
some refactoring: putting all the boundary logic into a (new) boundary class
bug fix: the mill can now be included without causing unexpected behaviour.(we are now recalculating the position of the box's vertices, each time the position change)
removing all the deltaPosition logic from the MOVO.
renaming and removing unused stuff
moving semielastic collition logic from collision detector to physics manager (where it belongs).CollisionStatus needded to be moved from component to Bouundary in order to achieve this
bug fix: the setPosition() wasn't working when a zero value was passed (because 0 is the same as NULL).We added the normal, and impact point to the collision status (but is not accurate enough to be used yet) plus some other info was added to the collision status