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.user_profiles
parent
2cf29c87bc
commit
591faac3ac
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@ -334,7 +334,7 @@ public static class BSParam
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
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(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
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new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
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0.3f, // set to zero to disable
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0.0f, // set to zero to disable
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(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
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(s) => { return CcdMotionThreshold; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
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@ -345,8 +345,8 @@ public static class BSParam
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(s) => { return CcdSweptSphereRadius; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
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(s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
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new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
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0.1f,
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new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
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0.0f,
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(s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
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(s) => { return ContactProcessingThreshold; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); },
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