rolling friction -> combine using rolling*normal friction, add for both objects.

rolling friction -> only along the normal, until we have separate rolling friction coefficients on normal and non-normal directions
Don't teleport with grasping controller (VR)
Tune VR grasping a bit.
This commit is contained in:
erwincoumans
2016-09-12 19:10:20 +01:00
parent af7c44d360
commit e5a8eb2425
8 changed files with 36 additions and 20 deletions

View File

@@ -1011,8 +1011,8 @@ void btMultiBodyConstraintSolver::convertMultiBodyContact(btPersistentManifold*
if (rollingFriction > 0)
{
addMultiBodyRollingFrictionConstraint(cp.m_normalWorldOnB,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
addMultiBodyRollingFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
addMultiBodyRollingFrictionConstraint(cp.m_lateralFrictionDir2,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
//addMultiBodyRollingFrictionConstraint(cp.m_lateralFrictionDir1,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
//addMultiBodyRollingFrictionConstraint(cp.m_lateralFrictionDir2,manifold,frictionIndex,cp,colObj0,colObj1, relaxation,infoGlobal);
rollingFriction--;
}