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Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.cpp')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp22
1 files changed, 9 insertions, 13 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 19c4632820c..8f532aafa9e 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -7,7 +7,11 @@
class BP_Proxy;
-bool gEnableSleeping = false;//false;//true;
+//'temporarily' global variables
+float gDeactivationTime = 0.f;
+float gLinearSleepingTreshold = 0.8f;
+float gAngularSleepingTreshold = 1.0f;
+
#include "Dynamics/MassProps.h"
SimdVector3 startVel(0,0,0);//-10000);
@@ -190,27 +194,19 @@ void CcdPhysicsController::setNewClientInfo(void* clientinfo)
}
-#ifdef WIN32
-float gSleepingTreshold = 0.8f;
-float gAngularSleepingTreshold = 1.f;
-
-#else
-
-float gSleepingTreshold = 0.8f;
-float gAngularSleepingTreshold = 1.0f;
-#endif
bool CcdPhysicsController::wantsSleeping()
{
- if (!gEnableSleeping)
+ //disable deactivation
+ if (gDeactivationTime == 0.f)
return false;
if ( (m_body->GetActivationState() == 3) || (m_body->GetActivationState() == 2))
return true;
- if ((m_body->getLinearVelocity().length2() < gSleepingTreshold*gSleepingTreshold) &&
+ if ((m_body->getLinearVelocity().length2() < gLinearSleepingTreshold*gLinearSleepingTreshold) &&
(m_body->getAngularVelocity().length2() < gAngularSleepingTreshold*gAngularSleepingTreshold))
{
m_sleepingCounter++;
@@ -219,7 +215,7 @@ bool CcdPhysicsController::wantsSleeping()
m_sleepingCounter=0;
}
- if (m_sleepingCounter> 150)
+ if (m_sleepingCounter> gDeactivationTime)
{
return true;
}