Synchronized changes of Bullet, from Blender.
Added optional flag btSoftBody::appendAnchor( int node,btRigidBody* body, bool disableCollisionBetweenLinkedBodies=false), to disable collision between soft body and rigid body, when pinned Added btCollisionObject::setAnisotropicFriction, to scale friction in x,y,z direction. Added btCollisionObject::setContactProcessingThreshold(float threshold), to avoid collision resolution of contact above a certain distance. Avoid collisions between static objects (causes the CharacterDemo to assert, when a dynamic object hits character)
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@@ -47,6 +47,12 @@ public:
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btScalar getRadius() const { return m_implicitShapeDimensions.getX() * m_localScaling.getX();}
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void setUnscaledRadius(btScalar radius)
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{
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m_implicitShapeDimensions.setX(radius);
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btConvexInternalShape::setMargin(radius);
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}
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//debugging
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virtual const char* getName()const {return "SPHERE";}
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