Expose various advanced friction options to the developer, and use a higher-quality friction model by default, to match ODE quickstep constraint solver.
Thanks to Martijn Reuvers for bringing this up, and reproduction case. See issue here: http://code.google.com/p/bullet/issues/detail?id=177
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@@ -22,9 +22,12 @@ enum btSolverMode
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SOLVER_FRICTION_SEPARATE = 2,
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SOLVER_USE_WARMSTARTING = 4,
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SOLVER_USE_FRICTION_WARMSTARTING = 8,
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SOLVER_CACHE_FRIENDLY = 16,
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SOLVER_SIMD = 32,//enabled for Windows, the solver innerloop is branchless SIMD, 40% faster than FPU/scalar version
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SOLVER_CUDA = 64 //will be open sourced during Game Developers Conference 2009. Much faster.
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SOLVER_USE_1_FRICTION_DIRECTION = 16,
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SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32,
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SOLVER_ENABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
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SOLVER_CACHE_FRIENDLY = 128,
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SOLVER_SIMD = 256, //enabled for Windows, the solver innerloop is branchless SIMD, 40% faster than FPU/scalar version
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SOLVER_CUDA = 512 //will be open sourced during Game Developers Conference 2009. Much faster.
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};
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struct btContactSolverInfoData
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