diff --git a/Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp b/Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp index a9f1a4765..e03afcdd9 100644 --- a/Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp +++ b/Demos3/bullet2/FeatherstoneMultiBodyDemo/BulletMultiBodyDemos.cpp @@ -234,7 +234,7 @@ bool Bullet2MultiBodyDemo::mouseButtonCallback(int button, int state, float x, f btPoint2PointConstraint* p2p = new btPoint2PointConstraint(*body,localPivot); m_dynamicsWorld->addConstraint(p2p,true); m_pickedConstraint = p2p; - btScalar mousePickClamping = 30.f; + btScalar mousePickClamping = 10.f; p2p->m_setting.m_impulseClamp = mousePickClamping; //very weak constraint for picking p2p->m_setting.m_tau = 0.001f; @@ -256,7 +256,7 @@ bool Bullet2MultiBodyDemo::mouseButtonCallback(int button, int state, float x, f //so we try to avoid it by clamping the maximum impulse (force) that the mouse pick can apply //it is not satisfying, hopefully we find a better solution (higher order integrator, using joint friction using a zero-velocity target motor with limited force etc?) - p2p->setMaxAppliedImpulse(20*scaling); + p2p->setMaxAppliedImpulse(2*scaling); btMultiBodyDynamicsWorld* world = (btMultiBodyDynamicsWorld*) m_dynamicsWorld; world->addMultiBodyConstraint(p2p);