Use a very large default m_contactStiffness (so that if one object is a bit soft, the stiffness is properly combined)

This commit is contained in:
Erwin Coumans
2018-05-26 08:50:45 +10:00
parent 3d6c8f0fae
commit d133c33d73

View File

@@ -39,7 +39,7 @@ btCollisionObject::btCollisionObject()
m_rollingFriction(0.0f), m_rollingFriction(0.0f),
m_spinningFriction(0.f), m_spinningFriction(0.f),
m_contactDamping(.1), m_contactDamping(.1),
m_contactStiffness(1e4), m_contactStiffness(BT_LARGE_FLOAT),
m_internalType(CO_COLLISION_OBJECT), m_internalType(CO_COLLISION_OBJECT),
m_userObjectPointer(0), m_userObjectPointer(0),
m_userIndex2(-1), m_userIndex2(-1),