more demo cleanup
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@@ -20,7 +20,6 @@ subject to the following restrictions:
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//Note: some of those settings need 'DO_WALL' demo
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//Note: some of those settings need 'DO_WALL' demo
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//#define USE_KINEMATIC_GROUND 1
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//#define USE_KINEMATIC_GROUND 1
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//#define PRINT_CONTACT_STATISTICS 1
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//#define PRINT_CONTACT_STATISTICS 1
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//#define REGISTER_CUSTOM_COLLISION_ALGORITHM 1
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//#define REGISTER_BOX_BOX 1 //needs to be used in combination with REGISTER_CUSTOM_COLLISION_ALGORITHM
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//#define REGISTER_BOX_BOX 1 //needs to be used in combination with REGISTER_CUSTOM_COLLISION_ALGORITHM
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//#define USER_DEFINED_FRICTION_MODEL 1
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//#define USER_DEFINED_FRICTION_MODEL 1
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//#define USE_CUSTOM_NEAR_CALLBACK 1
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//#define USE_CUSTOM_NEAR_CALLBACK 1
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@@ -342,7 +341,7 @@ void CcdPhysicsDemo::initPhysics()
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#ifdef DO_BENCHMARK_PYRAMIDS
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#ifdef DO_BENCHMARK_PYRAMIDS
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setCameraDistance(2.5f);
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setCameraDistance(32.5f);
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#endif
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#endif
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#ifdef DO_BENCHMARK_PYRAMIDS
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#ifdef DO_BENCHMARK_PYRAMIDS
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@@ -441,7 +440,7 @@ int maxNumOutstandingTasks = 4;
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#ifdef USER_DEFINED_FRICTION_MODEL
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#ifdef USER_DEFINED_FRICTION_MODEL
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//user defined friction model is not supported in 'cache friendly' solver yet, so switch to old solver
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//user defined friction model is not supported in 'cache friendly' solver yet, so switch to old solver
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m_solver->setSolverMode(btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER);
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m_solver->setSolverMode(btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER);
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#endif //USER_DEFINED_FRICTION_MODEL
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#endif //USER_DEFINED_FRICTION_MODEL
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btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
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@@ -601,6 +600,7 @@ int maxNumOutstandingTasks = 4;
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sphereTrans.setIdentity();
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sphereTrans.setIdentity();
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sphereTrans.setOrigin(btVector3(0,2,40));
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sphereTrans.setOrigin(btVector3(0,2,40));
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btSphereShape* ball = new btSphereShape(2.f);
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btSphereShape* ball = new btSphereShape(2.f);
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m_collisionShapes.push_back(ball);
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btRigidBody* ballBody = localCreateRigidBody(10000.f,sphereTrans,ball);
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btRigidBody* ballBody = localCreateRigidBody(10000.f,sphereTrans,ball);
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ballBody->setLinearVelocity(btVector3(0,0,-10));
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ballBody->setLinearVelocity(btVector3(0,0,-10));
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#endif
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#endif
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