add btDiscreteDynamicsWorld::createPredictiveContacts after discrete collision detection and add temporary contact manifolds, for the constraint solver.
This should improve 'ccd' handling when using world->getDispatchInfo().m_useContinuous = true;body->setCcdSquareMotionThreshold(...); body->setCcdSquareMotionThreshold(...) shoot smaller boxes (test) use yellow instead of orange for contact point normals tweak default erp and erp2 values, now split impulse is on by default (need to check it)
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@@ -25,7 +25,7 @@ class btConstraintSolver;
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class btSimulationIslandManager;
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class btTypedConstraint;
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class btActionInterface;
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class btPersistentManifold;
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class btIDebugDraw;
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struct InplaceSolverIslandCallback;
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@@ -63,6 +63,8 @@ protected:
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int m_profileTimings;
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btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
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virtual void predictUnconstraintMotion(btScalar timeStep);
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virtual void integrateTransforms(btScalar timeStep);
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@@ -79,6 +81,7 @@ protected:
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virtual void internalSingleStepSimulation( btScalar timeStep);
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void createPredictiveContacts(btScalar timeStep);
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virtual void saveKinematicState(btScalar timeStep);
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