two minor changes, hopefully before release:
- reset randseed, which should make simulations more predictable - re-activate substeps (for more accurate simulations)
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@@ -104,6 +104,7 @@ bool MyContactDestroyedCallback(void* userPersistentData)
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btSequentialImpulseConstraintSolver3::btSequentialImpulseConstraintSolver3()
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btSequentialImpulseConstraintSolver3::btSequentialImpulseConstraintSolver3()
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{
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{
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btSeed2 = 0;
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setSolverMode(SOLVER_RANDMIZE_ORDER);
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setSolverMode(SOLVER_RANDMIZE_ORDER);
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}
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}
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@@ -111,6 +112,8 @@ btSequentialImpulseConstraintSolver3::btSequentialImpulseConstraintSolver3()
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btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver()
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btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver()
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:m_solverMode(SOLVER_USE_WARMSTARTING)
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:m_solverMode(SOLVER_USE_WARMSTARTING)
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{
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{
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btSeed2 = 0;
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gContactDestroyedCallback = &MyContactDestroyedCallback;
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gContactDestroyedCallback = &MyContactDestroyedCallback;
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//initialize default friction/contact funcs
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//initialize default friction/contact funcs
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@@ -458,8 +458,12 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
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ctrl->SynchronizeMotionStates(timeStep);
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ctrl->SynchronizeMotionStates(timeStep);
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}
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}
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m_dynamicsWorld->stepSimulation(timeStep,0);//perform always a full simulation step
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float subStep = timeStep / float(m_numTimeSubSteps);
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for (i=0;i<m_numTimeSubSteps;i++)
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{
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m_dynamicsWorld->stepSimulation(subStep,0);//perform always a full simulation step
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}
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numCtrl = GetNumControllers();
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numCtrl = GetNumControllers();
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for (i=0;i<numCtrl;i++)
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for (i=0;i<numCtrl;i++)
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{
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{
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