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authorErwin Coumans <blender@erwincoumans.com>2006-04-26 07:20:28 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-04-26 07:20:28 +0400
commit45d0123a591adc11925396ff915642c2d88b61e7 (patch)
treea2c7cb00d0bcc67996cab59a2306b8d6da4c92de /source/gameengine/Physics
parent94dd1085e3db245601c6e0f09a128d39560e3bed (diff)
fixed several internal Bullet rigidbody dynamics bugs:
- broadphase had bugs in removing objects, - persistent manifold renamed value, - cylinder penetration depth fixed, - memory leak for persistent manifold
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp7
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h1
2 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index cbe7961773d..68010b85180 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -328,6 +328,10 @@ void CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,flo
SimdVector3 angvel(ang_velX,ang_velY,ang_velZ);
if (angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
+ m_body->activate();
+ }
+
+ {
SimdTransform xform = m_body->getCenterOfMassTransform();
if (local)
{
@@ -345,6 +349,9 @@ void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,floa
if (linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
m_body->activate();
+ }
+
+ {
SimdTransform xform = m_body->getCenterOfMassTransform();
if (local)
{
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 2c5e01dd4b0..e670755b1f2 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -29,6 +29,7 @@ struct CcdConstructionInfo
: m_gravity(0,0,0),
m_mass(0.f),
m_restitution(0.1f),
+ m_friction(0.5f),
m_linearDamping(0.1f),
m_angularDamping(0.1f),
m_MotionState(0),