Fixes / improvements in soft body:
avoid blow-up due to improper mass calculation for fixed nodes (happened when using clusters) allow to create collision clusters for each tetrahedron or triangle, when using btSoftBody::generateClusters(0) tweak soft body demos a bit, only draw debug wireframe if necessary
This commit is contained in:
@@ -95,7 +95,7 @@ void btSoftBodyTriangleCallback::processTriangle(btVector3* triangle,int partId,
|
||||
ci.m_dispatcher1 = m_dispatcher;
|
||||
|
||||
///debug drawing of the overlapping triangles
|
||||
if (m_dispatchInfoPtr && m_dispatchInfoPtr->m_debugDraw && m_dispatchInfoPtr->m_debugDraw->getDebugMode() > 0)
|
||||
if (m_dispatchInfoPtr && m_dispatchInfoPtr->m_debugDraw && m_dispatchInfoPtr->m_debugDraw->getDebugMode() &btIDebugDraw::DBG_DrawWireframe)
|
||||
{
|
||||
btVector3 color(255,255,0);
|
||||
btTransform& tr = ob->getWorldTransform();
|
||||
|
||||
Reference in New Issue
Block a user