Avoid using restitution for ccd motion clamping. Restitution for fast moving objects should be handled by btDiscreteDynamicsWorld::createPredictiveContacts
(make sure to merge islands based on those predictive contacts too, added some check in the solver) This fixes Issue 356. Use same solver settings for AllBulletDemos Make sure to embed the setCcdSweptSphereRadius inside the actual collision shape (for shoot box)
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@@ -481,10 +481,11 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
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dispatchInfo.m_debugDraw = getDebugDrawer();
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createPredictiveContacts(timeStep);
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///perform collision detection
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performDiscreteCollisionDetection();
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createPredictiveContacts(timeStep);
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calculateSimulationIslands();
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@@ -733,6 +734,28 @@ void btDiscreteDynamicsWorld::calculateSimulationIslands()
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getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher());
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{
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//merge islands based on speculative contact manifolds too
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for (int i=0;i<this->m_predictiveManifolds.size();i++)
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{
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btPersistentManifold* manifold = m_predictiveManifolds[i];
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const btCollisionObject* colObj0 = manifold->getBody0();
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const btCollisionObject* colObj1 = manifold->getBody1();
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if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
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((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
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{
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if (colObj0->isActive() || colObj1->isActive())
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{
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getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),
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(colObj1)->getIslandTag());
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}
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}
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}
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}
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{
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int i;
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int numConstraints = int(m_constraints.size());
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@@ -912,7 +935,7 @@ void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
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btClosestNotMeConvexResultCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache(),getDispatcher());
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#endif
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//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
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btSphereShape tmpSphere(0.1);//body->getCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
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btSphereShape tmpSphere(body->getCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
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sweepResults.m_allowedPenetration=getDispatchInfo().m_allowedCcdPenetration;
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sweepResults.m_collisionFilterGroup = body->getBroadphaseProxy()->m_collisionFilterGroup;
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