+ 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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@@ -36,7 +36,9 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
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btVector3 m_angularComponentA;
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btVector3 m_angularComponentB;
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mutable btScalar m_appliedVelocityImpulse;
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mutable btScalar m_appliedPushImpulse;
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mutable btScalar m_appliedImpulse;
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int m_solverBodyIdA;
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int m_solverBodyIdB;
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@@ -69,3 +71,4 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverConstraint
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#endif //BT_SOLVER_CONSTRAINT_H
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