expose maximum applied impulse for btMultiBody, introduced to reduce/avoid 'exploding' simulations

use btScalar instead of float, to enable double precision build, fix for Issue 744
This commit is contained in:
erwin.coumans@gmail.com
2013-10-06 17:13:08 +00:00
parent 488dd44835
commit 34d975143e
6 changed files with 44 additions and 33 deletions

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@@ -597,7 +597,7 @@ void DemoApplication::shootBox(const btVector3& destination)
int gPickingConstraintId = 0;
btVector3 gOldPickingPos;
btVector3 gHitPos(-1,-1,-1);
float gOldPickingDist = 0.f;
btScalar gOldPickingDist = 0.f;
btRigidBody* pickedBody = 0;//for deactivation state