separate spinning friction (torsional friction around contact normal) from

rolling friction (orthogonal to contact normal)
This commit is contained in:
Erwin Coumans
2016-09-16 00:04:33 +01:00
parent 4d6a95017e
commit 1d88cf71e4
11 changed files with 67 additions and 9 deletions

View File

@@ -79,6 +79,8 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
//moved to btCollisionObject
m_friction = constructionInfo.m_friction;
m_rollingFriction = constructionInfo.m_rollingFriction;
m_spinningFriction = constructionInfo.m_spinningFriction;
m_restitution = constructionInfo.m_restitution;
setCollisionShape( constructionInfo.m_collisionShape );

View File

@@ -135,6 +135,8 @@ public:
///the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever.
///See Bullet/Demos/RollingFrictionDemo for usage
btScalar m_rollingFriction;
btScalar m_spinningFriction;//torsional friction around contact normal
///best simulation results using zero restitution.
btScalar m_restitution;
@@ -158,6 +160,7 @@ public:
m_angularDamping(btScalar(0.)),
m_friction(btScalar(0.5)),
m_rollingFriction(btScalar(0)),
m_spinningFriction(btScalar(0)),
m_restitution(btScalar(0.)),
m_linearSleepingThreshold(btScalar(0.8)),
m_angularSleepingThreshold(btScalar(1.f)),