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authorCampbell Barton <ideasman42@gmail.com>2014-05-08 08:22:47 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-05-08 08:22:47 +0400
commit88e5705a3fe04cf9e83baa4007c06e35d19156ae (patch)
treea0df4a5945272bd9b910a9905ce3094f84b8c182 /source/gameengine/Physics/Bullet/CcdPhysicsController.h
parentba88824f3228123dc58c033561719c694d0b45f7 (diff)
Code Cleanup: remove unused m_contactProcessingThreshold
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index d8bb0d06d10..25a8f0306bd 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -287,8 +287,8 @@ struct CcdConstructionInfo
m_fh_spring(0.f),
m_fh_damping(0.f),
m_fh_distance(1.f),
- m_fh_normal(false),
- m_contactProcessingThreshold(1e10f)
+ m_fh_normal(false)
+ // m_contactProcessingThreshold(1e10f)
{
}
@@ -390,8 +390,7 @@ struct CcdConstructionInfo
///however, rigid body stacking is more stable when positive contacts are still passed into the constraint solver
///this might sometimes lead to collisions with 'internal edges' such as a sliding character controller
///so disable/set m_contactProcessingThreshold to zero for sliding characters etc.
- float m_contactProcessingThreshold;///< Process contacts with positive distance in range [0..INF]
-
+ // float m_contactProcessingThreshold;///< Process contacts with positive distance in range [0..INF]
};
class btRigidBody;