Julio Jerez wrote:another feature that is coming with the 3.14 is something I wanted to do for come time.
that is the User contact
That's very welcome (i often thaught about your sticky contacts idea since you talked about it).
Also this is what prevents me from updating frequently because i have to hack newton to keep my own user contact joint working (need access to some private members etc.).
The use case for me is: Interesting for walking ragdolls. You can simply remove the foot body and create a contact between ground and shin bone and place it where you want the preassure point.
The origianl reason i have implemented this was another one:
Remember my experiment of scaling a box at runtime smoothly from 100 to 200 %, while some other bodies rest on top of that box.
The default behaviour is that the topside bodies do not move and also the box scales partially into the floor (No velocity at COM, so Newton does nothing).
I've tried 3 things to fix this:
* Update contact velocities to include the 'scaling velocity' - did not work
* Duplicate your contact code in a joint as you suggested - same result (but very usefull for ragdoll)
* Iterate over contacts and add a seperating joint at their positions - this works well, but is not very efficient and it is difficult to choose max friction joint values for penetration / friction.
Maybe you can keep that in mind when doing your user contact. Think of a scale gun in a portal like game
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You have changed the default solver iteration count - i'd suggest you change the interface for the setter method as well, to force users to recognize this imortant change.