+ 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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@@ -183,7 +183,8 @@ void btPersistentManifold::AddManifoldPoint(const btManifoldPoint& newPoint)
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}
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replaceContactPoint(newPoint,insertIndex);
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btAssert(m_pointCache[insertIndex].m_userPersistentData==0);
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m_pointCache[insertIndex] = newPoint;
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}
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btScalar btPersistentManifold::getContactBreakingThreshold() const
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