enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick. In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second! Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
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@@ -38,6 +38,20 @@ class btMotionState;
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class RAS_MeshObject;
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class btCollisionShape;
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#define CCD_BSB_SHAPE_MATCHING 2
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#define CCD_BSB_BENDING_CONSTRAINTS 8
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#define CCD_BSB_AERO_VPOINT 16 /* aero model, Vertex normals are oriented toward velocity*/
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#define CCD_BSB_AERO_VTWOSIDE 32 /* aero model, Vertex normals are flipped to match velocity */
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/* BulletSoftBody.collisionflags */
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#define CCD_BSB_COL_SDF_RS 2 /* SDF based rigid vs soft */
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#define CCD_BSB_COL_CL_RS 4 /* Cluster based rigid vs soft */
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#define CCD_BSB_COL_CL_SS 8 /* Cluster based soft vs soft */
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#define CCD_BSB_COL_VF_SS 16 /* Vertex/Face based soft vs soft */
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// Shape contructor
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// It contains all the information needed to create a simple bullet shape at runtime
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class CcdShapeConstructionInfo
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@@ -162,9 +176,6 @@ struct CcdConstructionInfo
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m_linearDamping(0.1f),
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m_angularDamping(0.1f),
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m_margin(0.06f),
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m_linearStiffness(1.f),
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m_angularStiffness(1.f),
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m_volumePreservation(1.f),
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m_gamesoftFlag(0),
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m_collisionFlags(0),
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m_bRigid(false),
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@@ -189,10 +200,44 @@ struct CcdConstructionInfo
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btScalar m_angularDamping;
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btScalar m_margin;
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btScalar m_linearStiffness;
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btScalar m_angularStiffness;
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btScalar m_volumePreservation;
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int m_gamesoftFlag;
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////////////////////
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int m_gamesoftFlag;
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float m_soft_linStiff; /* linear stiffness 0..1 */
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float m_soft_angStiff; /* angular stiffness 0..1 */
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float m_soft_volume; /* volume preservation 0..1 */
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int m_soft_viterations; /* Velocities solver iterations */
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int m_soft_piterations; /* Positions solver iterations */
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int m_soft_diterations; /* Drift solver iterations */
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int m_soft_citerations; /* Cluster solver iterations */
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float m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
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float m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
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float m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
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float m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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float m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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float m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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float m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
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float m_soft_kDP; /* Damping coefficient [0,1] */
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float m_soft_kDG; /* Drag coefficient [0,+inf] */
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float m_soft_kLF; /* Lift coefficient [0,+inf] */
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float m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
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float m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
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float m_soft_kDF; /* Dynamic friction coefficient [0,1] */
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float m_soft_kMT; /* Pose matching coefficient [0,1] */
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float m_soft_kCHR; /* Rigid contacts hardness [0,1] */
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float m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
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float m_soft_kSHR; /* Soft contacts hardness [0,1] */
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float m_soft_kAHR; /* Anchors hardness [0,1] */
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int m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
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int m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/
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///////////////////
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int m_collisionFlags;
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bool m_bRigid;
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