BulletSim: default using mesh asset hulls to 'true'. This means that,

if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
user_profiles
Robert Adams 2013-05-27 14:38:59 -07:00
parent 0c35d28933
commit 7c3a46ccea
1 changed files with 2 additions and 2 deletions

View File

@ -373,9 +373,9 @@ public static class BSParam
new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
true ),
new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
true ),
new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
false ),
new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
true ),
new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
5 ),