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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@@ -359,12 +359,10 @@ static const char* solveConstraintRowsCL= \
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" int numRows = numConstraintRows[cid];\n"
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" if (numRows)\n"
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" {\n"
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" // printf(\"cid=%d, breakingThreshold =%f\n\",cid,breakingThreshold);\n"
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" for (int i=0;i<numRows;i++)\n"
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" {\n"
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" int rowIndex = rowOffsets[cid]+i;\n"
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" float breakingThreshold = constraints[cid].m_breakingImpulseThreshold;\n"
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" // printf(\"rows[%d].m_appliedImpulse=%f\n\",rowIndex,rows[rowIndex].m_appliedImpulse);\n"
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" if (fabs(rows[rowIndex].m_appliedImpulse) >= breakingThreshold)\n"
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" {\n"
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" constraints[cid].m_flags =0;//&= ~B3_CONSTRAINT_FLAG_ENABLED;\n"
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