some minor fixes for BulletMultiThreaded
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@@ -491,7 +491,7 @@ static void solveFriction ( btSolverBody& bodyA, btSolverBody& bodyB, btSolverCo
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j1 = constraint.m_appliedImpulse - oldTangentImpulse;
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}
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j1*=0.9;
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if (bodyA.m_invMass > 0)
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{
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bodyA.m_linearVelocity += constraint.m_contactNormal*bodyA.m_invMass*j1;
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@@ -1134,7 +1134,7 @@ void processSolverTask(void* userPtr, void* lsMemory)
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constraint.m_penetration *= (taskDesc.m_commandData.m_manifoldSetup.m_solverInfo.m_erp/taskDesc.m_commandData.m_manifoldSetup.m_solverInfo.m_timeStep);
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constraint.m_restitution = rest;
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constraint.m_appliedImpulse = cp.m_appliedImpulse*0.85;
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constraint.m_appliedImpulse = cp.m_appliedImpulse*taskDesc.m_commandData.m_manifoldSetup.m_solverInfo.m_warmstartingFactor;
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if (constraint.m_appliedImpulse!= 0.f)
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{
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if (solverBodyA)
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