removed a couple of bugs in the profiler
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@@ -509,7 +509,7 @@ bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32
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void b3Cloth::UpdateBodyContacts()
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{
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B3_PROFILE("Update Body Contacts");
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B3_PROFILE("Cloth Update Body Contacts");
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// Clear buffer
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b3BodyContact* c = m_bodyContactList.m_head;
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@@ -588,7 +588,7 @@ void b3Cloth::UpdateBodyContacts()
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void b3Cloth::UpdateParticleContacts()
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{
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B3_PROFILE("Update Particle Contacts");
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B3_PROFILE("Cloth Update Particle Contacts");
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// Clear buffer
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b3ParticleContact* c = m_particleContactList.m_head;
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@@ -790,7 +790,7 @@ static B3_FORCE_INLINE void b3Solve3(float32 out[3],
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void b3Cloth::UpdateTriangleContacts()
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{
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B3_PROFILE("Update Triangle Contacts");
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B3_PROFILE("Cloth Update Triangle Contacts");
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// Clear buffer
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b3TriangleContact* c = m_triangleContactList.m_head;
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@@ -883,7 +883,7 @@ void b3Cloth::UpdateTriangleContacts()
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void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
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{
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B3_PROFILE("Solve");
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B3_PROFILE("Cloth Solve");
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// Solve
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b3ClothSolverDef solverDef;
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@@ -946,7 +946,7 @@ void b3Cloth::UpdateContacts()
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void b3Cloth::Step(float32 dt, const b3Vec3& gravity)
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{
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B3_PROFILE("Step");
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B3_PROFILE("Cloth Step");
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// Update contacts
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UpdateContacts();
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@@ -359,7 +359,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
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const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const
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{
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B3_PROFILE("Solve Ax = b");
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B3_PROFILE("Cloth Solve Ax = b");
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// P = diag(A)
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b3DiagMat33 inv_P(m_particleCount);
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