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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