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