use mult instead of max to combine friction properties

use 0.5 friction for ground for a demo, and also a larger grid size
update description of deformable algorithm
disable SVD for now, has some issue with some compilers
This commit is contained in:
Erwin Coumans
2019-10-28 12:53:59 -07:00
parent 574c240fbc
commit 136607151e
5 changed files with 20 additions and 13 deletions

View File

@@ -105,7 +105,8 @@ void DeformableContact::initPhysics()
btVector3 gravity = btVector3(0, -10, 0);
m_dynamicsWorld->setGravity(gravity);
getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
getDeformableDynamicsWorld()->getWorldInfo().m_sparsesdf.setDefaultVoxelsz(0.25);
getDeformableDynamicsWorld()->getWorldInfo().m_sparsesdf.Reset();
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
{
@@ -182,7 +183,7 @@ void DeformableContact::initPhysics()
psb2->setTotalMass(1);
psb2->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb2->m_cfg.kCHR = 1; // collision hardness with rigid body
psb2->m_cfg.kDF = 0;
psb2->m_cfg.kDF = 0.5;
psb2->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
psb2->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
psb->translate(btVector3(3.5,0,0));