diff options
author | Campbell Barton <ideasman42@gmail.com> | 2014-05-08 08:22:47 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2014-05-08 08:22:47 +0400 |
commit | 88e5705a3fe04cf9e83baa4007c06e35d19156ae (patch) | |
tree | a0df4a5945272bd9b910a9905ce3094f84b8c182 /source/gameengine/Physics | |
parent | ba88824f3228123dc58c033561719c694d0b45f7 (diff) |
Code Cleanup: remove unused m_contactProcessingThreshold
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.h | 7 |
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; |