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BulletSim: add parameter to set global contact breaking threshold. Update DLLs and SOs for setting same.
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@@ -183,6 +183,7 @@ public struct ConfigurationParameters
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public float shouldEnableFrictionCaching;
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public float numberOfSolverIterations;
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public float useSingleSidedMeshes;
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public float globalContactBreakingThreshold;
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public float physicsLoggingFrames;
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@@ -87,6 +87,7 @@ public static class BSParam
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public static float NumberOfSolverIterations;
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public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } }
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public static float UseSingleSidedMeshesF;
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public static float GlobalContactBreakingThreshold;
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// Avatar parameters
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public static float AvatarFriction { get; private set; }
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@@ -570,6 +571,11 @@ public static class BSParam
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(s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
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(s) => { return UseSingleSidedMeshesF; },
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(s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ),
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new ParameterDefn("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
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0f,
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(s,cf,p,v) => { GlobalContactBreakingThreshold = cf.GetFloat(p, v); },
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(s) => { return GlobalContactBreakingThreshold; },
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(s,p,l,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
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new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
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(float)BSLinkset.LinksetImplementation.Compound,
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