BulletSim: disable CCD (continuious collision detection) and

contact processing threshold since the first didn't solve tunneling
problems but used resources and the latter caused instabilities.
This commit is contained in:
Robert Adams
2013-01-24 14:28:25 -08:00
parent 2cf29c87bc
commit 591faac3ac

View File

@@ -334,7 +334,7 @@ public static class BSParam
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
0.3f, // set to zero to disable
0.0f, // set to zero to disable
(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
(s) => { return CcdMotionThreshold; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
@@ -345,8 +345,8 @@ public static class BSParam
(s) => { return CcdSweptSphereRadius; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
(s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
0.1f,
new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
0.0f,
(s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
(s) => { return ContactProcessingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); },