process contact and non-contact constraints inside the same iteration loop
added first draft for hingeConstraint motor
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@@ -45,7 +45,7 @@ public:
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virtual ~OdeConstraintSolver() {}
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virtual float solveGroup(btPersistentManifold** manifold,int numManifolds,const btContactSolverInfo& info,btIDebugDraw* debugDrawer = 0);
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virtual float solveGroup(btPersistentManifold** manifold,int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& info,btIDebugDraw* debugDrawer = 0);
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///setConstraintForceMixing, the cfm adds some positive value to the main diagonal
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///This can improve convergence (make matrix positive semidefinite), but it can make the simulation look more 'springy'
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