BulletSim: change default of shouldDisableContactPoolDynamicAllocation from False to True. It seems that collisions don't happen well when it is False (things fall through terrain).

0.7.4.1
Robert Adams 2012-03-23 15:50:32 -07:00
parent 3f53b7bc91
commit ff54b3c366
2 changed files with 3 additions and 3 deletions

View File

@ -243,7 +243,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
parms.avatarContactProcessingThreshold = 0.1f; parms.avatarContactProcessingThreshold = 0.1f;
parms.maxPersistantManifoldPoolSize = 0f; parms.maxPersistantManifoldPoolSize = 0f;
parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericFalse; parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse; parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse; parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse; parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;

View File

@ -865,7 +865,7 @@
CcdSweptSphereRadius = 0.0 CcdSweptSphereRadius = 0.0
ContactProcessingThreshold = 0.1 ContactProcessingThreshold = 0.1
MaxPersistantManifoldPoolSize = 0; MaxPersistantManifoldPoolSize = 0;
ShouldDisableContactPoolDynamicAllocation = False; ShouldDisableContactPoolDynamicAllocation = True;
ShouldForceUpdateAllAabbs = False; ShouldForceUpdateAllAabbs = False;
ShouldRandomizeSolverOrder = False; ShouldRandomizeSolverOrder = False;
ShouldSplitSimulationIslands = False; ShouldSplitSimulationIslands = False;