Rolling friction limit #4481
TrianglesPCT
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I inspected btMultiBodyContraintSolvers.cpp version of rolling friction and indeed it does not do this clamping, so I guess I'll just go ahead and remove it from my copy |
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In the sequential impulse solver(btSequentialImpulseConstraintSolver.cpp) I noticed the rolling limit is set like this:
This seems odd to me, it is basically clamping totalImpulse to never be greater than 1..
Does anyone know if this is correct or what the reason for this is?
I tried removing it and it doesn't appear to break anything, although rolling frictions effect on the simulation seems pretty small overall so maybe I'm just not noticing.
Thanks
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