BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOs

which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).

Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
user_profiles
Robert Adams 2013-05-26 17:35:12 -07:00
parent 533bbf033d
commit 0c35d28933
5 changed files with 1 additions and 1 deletions

View File

@ -373,7 +373,7 @@ public static class BSParam
new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
true ), true ),
new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
false ), true ),
new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
false ), false ),

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