Deterministic simulation for concave and compound collision shapes: added childShapeA/B to b3Contact4 + sort on them
Use tetrahedra instead of barrel for convex demo (until performance for edge-edge is improved) Increased #overlapping pair capacity from 12 to 16 / objec
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@@ -357,12 +357,10 @@ __kernel void breakViolatedConstraintsKernel(__global b3GpuGenericConstraint* co
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int numRows = numConstraintRows[cid];
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if (numRows)
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{
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// printf("cid=%d, breakingThreshold =%f\n",cid,breakingThreshold);
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for (int i=0;i<numRows;i++)
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{
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int rowIndex = rowOffsets[cid]+i;
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float breakingThreshold = constraints[cid].m_breakingImpulseThreshold;
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// printf("rows[%d].m_appliedImpulse=%f\n",rowIndex,rows[rowIndex].m_appliedImpulse);
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if (fabs(rows[rowIndex].m_appliedImpulse) >= breakingThreshold)
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{
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constraints[cid].m_flags =0;//&= ~B3_CONSTRAINT_FLAG_ENABLED;
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