Add the option for the btSimulationIslandManager to avoid splitting islands (for constraint solving)
Move the convertContact inside constraint solver to its own method
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@@ -30,6 +30,7 @@ class btIDebugDraw;
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///Applies impulses for combined restitution and penetration recovery and to simulate friction
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class btSequentialImpulseConstraintSolver : public btConstraintSolver
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{
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protected:
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btAlignedObjectArray<btSolverBody> m_tmpSolverBodyPool;
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btConstraintArray m_tmpSolverContactConstraintPool;
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@@ -38,7 +39,6 @@ class btSequentialImpulseConstraintSolver : public btConstraintSolver
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btAlignedObjectArray<int> m_orderTmpConstraintPool;
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btAlignedObjectArray<int> m_orderFrictionConstraintPool;
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protected:
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btSolverConstraint& addFrictionConstraint(const btVector3& normalAxis,int solverBodyIdA,int solverBodyIdB,int frictionIndex,btManifoldPoint& cp,const btVector3& rel_pos1,const btVector3& rel_pos2,btCollisionObject* colObj0,btCollisionObject* colObj1, btScalar relaxation);
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///m_btSeed2 is used for re-arranging the constraint rows. improves convergence/quality of friction
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@@ -47,6 +47,8 @@ protected:
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void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject);
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btScalar restitutionCurve(btScalar rel_vel, btScalar restitution);
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void convertContact(btPersistentManifold* manifold,const btContactSolverInfo& infoGlobal);
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void resolveSplitPenetrationImpulseCacheFriendly(
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btSolverBody& body1,
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btSolverBody& body2,
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