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)
This commit is contained in:
erwin.coumans
2009-03-03 06:47:52 +00:00
parent 5be9f8f301
commit 459c22e7cb
11 changed files with 336 additions and 245 deletions

View File

@@ -24,10 +24,7 @@ class btIDebugDraw;
///The btSequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
///The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
///Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
///Applies impulses for combined restitution and penetration recovery and to simulate friction
///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method.
class btSequentialImpulseConstraintSolver : public btConstraintSolver
{
protected: