improve handling of restitution by using the velocity (linear/angular) before applying forces: this is done by re-introducing the btSolverBody and only apply the forces to solver body, and use the original rigid body velocity for restitution computation.
warmstarting for contact points was broken, fix in btPersistentManifold enable split impulse by default (at the cost of some performance) add the option for zero-length friction (instead of recomputing friction directions using btPlaneSpace), use the solver mode flag SOLVER_ALLOW_ZERO_LENGTH_FRICTION_DIRECTIONS precompute lateral friction directions (in btManifoldResult) remove the mConstraintRow[3] from btManifoldPoint, it just took a lot of memory with no benefits: fixed it in btParallelConstraintSolver
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@@ -16,18 +16,20 @@ subject to the following restrictions:
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#ifndef BT_CONTACT_SOLVER_INFO
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#define BT_CONTACT_SOLVER_INFO
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#include "LinearMath/btScalar.h"
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enum btSolverMode
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{
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SOLVER_RANDMIZE_ORDER = 1,
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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_USE_2_FRICTION_DIRECTIONS = 16,
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SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32,
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SOLVER_DISABLE_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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SOLVER_SIMD = 256,
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SOLVER_INTERLEAVE_CONTACT_AND_FRICTION_CONSTRAINTS = 512,
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SOLVER_ALLOW_ZERO_LENGTH_FRICTION_DIRECTIONS = 1024
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};
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struct btContactSolverInfoData
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@@ -67,6 +69,7 @@ struct btContactSolverInfo : public btContactSolverInfoData
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m_tau = btScalar(0.6);
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m_damping = btScalar(1.0);
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m_friction = btScalar(0.3);
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m_timeStep = btScalar(1.f/60.f);
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m_restitution = btScalar(0.);
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m_maxErrorReduction = btScalar(20.);
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m_numIterations = 10;
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@@ -74,12 +77,12 @@ struct btContactSolverInfo : public btContactSolverInfoData
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m_erp2 = btScalar(0.1);
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m_globalCfm = btScalar(0.);
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m_sor = btScalar(1.);
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m_splitImpulse = false;
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m_splitImpulsePenetrationThreshold = -0.02f;
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m_splitImpulse = true;
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m_splitImpulsePenetrationThreshold = -.04f;
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m_linearSlop = btScalar(0.0);
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m_warmstartingFactor=btScalar(0.85);
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//m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD | SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION|SOLVER_USE_2_FRICTION_DIRECTIONS|SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;// | SOLVER_RANDMIZE_ORDER;
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m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD;// | SOLVER_RANDMIZE_ORDER;
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m_restingContactRestitutionThreshold = 2;//resting contact lifetime threshold to disable restitution
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m_minimumSolverBatchSize = 128; //try to combine islands until the amount of constraints reaches this limit
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}
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};
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