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).
parent
3f53b7bc91
commit
ff54b3c366
|
@ -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;
|
||||||
|
|
|
@ -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;
|
||||||
|
|
Loading…
Reference in New Issue