+ make compound versus soft body work (soft body uses interpolated transform)

+ fixed issue with persistent manifold, warmstarting values were not initialized properly
+ don't clear manifold in sphere-sphere collision (need warmstarting)
+ added support for 'split impulse', decouple positional error correction from velocity correction
This avoids adding momentum due to penetration correction, it can be tuned using following variables:
solverInfo.m_splitImpulse = true/false (disable/enable)
solverInfo.m_splitImpulsePenetrationThreshold (below this value, baumgarte/mixed velocity/penetration is used (cheaper, looks more plausible)
solverInfo.m_linearSlop (less jitter, when small amound of penetration is allowed)
This commit is contained in:
erwin.coumans
2008-05-23 09:05:37 +00:00
parent ea86559480
commit 561066af75
13 changed files with 1611 additions and 1394 deletions

View File

@@ -77,17 +77,22 @@ void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,bt
//backup
btTransform orgTrans = colObj->getWorldTransform();
btTransform orgInterpolationTrans = colObj->getInterpolationWorldTransform();
btCollisionShape* orgShape = colObj->getCollisionShape();
const btTransform& childTrans = compoundShape->getChildTransform(i);
//btTransform newChildWorldTrans = orgTrans*childTrans ;
colObj->setWorldTransform( orgTrans*childTrans );
btTransform newChildWorldTrans = orgTrans*childTrans ;
colObj->setWorldTransform( newChildWorldTrans);
colObj->setInterpolationWorldTransform(newChildWorldTrans);
//the contactpoint is still projected back using the original inverted worldtrans
colObj->setCollisionShape( childShape );
m_childCollisionAlgorithms[i]->processCollision(colObj,otherObj,dispatchInfo,resultOut);
//revert back
colObj->setCollisionShape( orgShape);
colObj->setWorldTransform( orgTrans );
colObj->setInterpolationWorldTransform(orgInterpolationTrans);
}
}