Set default constraint solver mode more compatible to Blender 2.48 settings, this fixes rigid body stacking in this blend file:
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102 (todo: expose this setting in World setting GUI) Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT. Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering). Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
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@@ -1103,6 +1103,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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(isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
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short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
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ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
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ci.m_contactProcessingThreshold = objprop->m_contactProcessingThreshold;//todo: expose this in advanced settings, just like margin, default to 10000 or so
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ci.m_bSoft = objprop->m_softbody;
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ci.m_bSensor = isbulletsensor;
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MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
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