BulletSim: set removing zero width triangles in meshes to be enabled by default. This should fix the invisible barrier in sculptie doorways bug.
parent
0baa2590be
commit
d2ece00e68
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@ -220,7 +220,7 @@ public static class BSParam
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(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
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(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
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(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
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(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
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new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
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ConfigurationParameters.numericFalse,
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ConfigurationParameters.numericTrue,
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(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
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(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
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(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
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(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
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@ -75,6 +75,7 @@ public abstract class BSPhysObject : PhysicsActor
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PhysicsScene = parentScene;
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PhysicsScene = parentScene;
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LocalID = localID;
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LocalID = localID;
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PhysObjectName = name;
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PhysObjectName = name;
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Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
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TypeName = typeName;
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TypeName = typeName;
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// We don't have any physical representation yet.
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// We don't have any physical representation yet.
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