disable help text by default in AllBulletDemos (text slows down many graphics cards)
improve CollisionDemo.cpp, show multi-contact generation using perturbation improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive Added missing projectfiles Fixed single-shot contact generation. it is disabled by default to improve performance Bugfixes for character controller, thanks to John McCutchan for reporting Constraint solver: better default settings btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free) disable memalign by default, use Bullet's aligned allocator
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@@ -22,9 +22,9 @@ enum btSolverMode
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SOLVER_FRICTION_SEPARATE = 2,
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SOLVER_USE_WARMSTARTING = 4,
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SOLVER_USE_FRICTION_WARMSTARTING = 8,
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SOLVER_USE_1_FRICTION_DIRECTION = 16,
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SOLVER_USE_2_FRICTION_DIRECTIONS = 16,
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SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32,
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SOLVER_ENABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
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SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
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SOLVER_CACHE_FRIENDLY = 128,
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SOLVER_SIMD = 256, //enabled for Windows, the solver innerloop is branchless SIMD, 40% faster than FPU/scalar version
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SOLVER_CUDA = 512 //will be open sourced during Game Developers Conference 2009. Much faster.
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@@ -77,7 +77,7 @@ struct btContactSolverInfo : public btContactSolverInfoData
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m_splitImpulsePenetrationThreshold = -0.02f;
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m_linearSlop = btScalar(0.0);
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m_warmstartingFactor=btScalar(0.85);
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m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD;//SOLVER_RANDMIZE_ORDER
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m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD ;//SOLVER_RANDMIZE_ORDER
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m_restingContactRestitutionThreshold = 2;//resting contact lifetime threshold to disable restitution
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}
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};
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@@ -92,6 +92,16 @@ public:
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return m_rbB;
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}
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btRigidBody& getRigidBodyA()
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{
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return m_rbA;
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}
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btRigidBody& getRigidBodyB()
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{
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return m_rbB;
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}
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void setAngularOnly(bool angularOnly)
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{
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m_angularOnly = angularOnly;
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@@ -543,6 +543,9 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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solverBodyIdB = getOrInitSolverBody(*colObj1);
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}
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if (solverBodyIdA == 0 && solverBodyIdB == 0)
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continue;
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btVector3 rel_pos1;
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btVector3 rel_pos2;
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btScalar relaxation;
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@@ -703,11 +706,11 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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{
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cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
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btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
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if ((infoGlobal.m_solverMode & SOLVER_ENABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
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if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
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{
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cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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if(!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
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cp.m_lateralFrictionDir2.normalize();//??
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@@ -719,7 +722,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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//re-calculate friction direction every frame, todo: check if this is really needed
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btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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}
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@@ -729,7 +732,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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} else
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{
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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}
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@@ -750,7 +753,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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}
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}
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
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if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
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@@ -769,7 +772,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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{
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btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
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frictionConstraint1.m_appliedImpulse = 0.f;
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
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frictionConstraint2.m_appliedImpulse = 0.f;
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