+ 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)
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@@ -56,7 +56,7 @@ void btSphereSphereCollisionAlgorithm::processCollision (btCollisionObject* col0
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btScalar radius0 = sphere0->getRadius();
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btScalar radius1 = sphere1->getRadius();
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m_manifoldPtr->clearManifold();
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//m_manifoldPtr->clearManifold(); //don't do this, it disables warmstarting
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///iff distance positive, don't generate a new contact
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if ( len > (radius0+radius1))
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