implemented rolling friction, using a contact constraint. Useful to get rolling spheres to rest, even on a slightly sloped plane.
See http://www.youtube.com/watch?v=RV7sBAsKu4M and Bullet/Demos/RollingFrictionDemo Fixes in FractureDemo (mouse picking constraint needs to be removed, otherwise constraint solver crashes/asserts)
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@@ -787,7 +787,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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dof6->setAngularLowerLimit(btVector3(0,0,0));
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dof6->setAngularUpperLimit(btVector3(0,0,0));
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m_dynamicsWorld->addConstraint(dof6);
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m_dynamicsWorld->addConstraint(dof6,true);
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m_pickConstraint = dof6;
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dof6->setParam(BT_CONSTRAINT_STOP_CFM,0.8,0);
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@@ -806,7 +806,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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} else
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{
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btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot);
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m_dynamicsWorld->addConstraint(p2p);
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m_dynamicsWorld->addConstraint(p2p,true);
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m_pickConstraint = p2p;
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p2p->m_setting.m_impulseClamp = mousePickClamping;
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//very weak constraint for picking
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