add correct impulse matrix to multibody-deformable contact
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@@ -69,10 +69,10 @@ public:
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void resetCamera()
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{
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float dist = 15;
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float dist = 30;
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float pitch = -30;
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float yaw = 100;
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float targetPos[3] = {0, -3, 0};
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float targetPos[3] = {0, -10, 0};
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m_guiHelper->resetCamera(dist, yaw, pitch, targetPos[0], targetPos[1], targetPos[2]);
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}
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@@ -140,7 +140,7 @@ void DeformableContact::initPhysics()
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -40, 0));
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groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.1));
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groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI * 0.));
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//We can also use DemoApplication::localCreateRigidBody, but for clarity it is provided here:
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btScalar mass(0.);
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@@ -163,16 +163,16 @@ void DeformableContact::initPhysics()
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{
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bool damping = false;
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bool damping = true;
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bool gyro = false;
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int numLinks = 0;
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bool spherical = true; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
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int numLinks = 4;
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bool spherical = false; //set it ot false -to use 1DoF hinges instead of 3DoF sphericals
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bool canSleep = false;
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bool selfCollide = true;
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btVector3 linkHalfExtents(1, 1, 1);
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btVector3 baseHalfExtents(1, 1, 1);
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btMultiBody* mbC = createFeatherstoneMultiBody_testMultiDof(m_dynamicsWorld, numLinks, btVector3(0.f, 2.f,0.f), linkHalfExtents, baseHalfExtents, spherical, g_floatingBase);
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btMultiBody* mbC = createFeatherstoneMultiBody_testMultiDof(m_dynamicsWorld, numLinks, btVector3(0.f, 10.f,0.f), linkHalfExtents, baseHalfExtents, spherical, g_floatingBase);
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mbC->setCanSleep(canSleep);
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mbC->setHasSelfCollision(selfCollide);
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@@ -180,13 +180,13 @@ void DeformableContact::initPhysics()
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//
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if (!damping)
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{
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mbC->setLinearDamping(0.f);
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mbC->setAngularDamping(0.f);
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mbC->setLinearDamping(0.0f);
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mbC->setAngularDamping(0.0f);
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}
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else
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{
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mbC->setLinearDamping(0.1f);
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mbC->setAngularDamping(0.9f);
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mbC->setLinearDamping(0.04f);
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mbC->setAngularDamping(0.04f);
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}
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if (numLinks > 0)
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@@ -209,22 +209,24 @@ void DeformableContact::initPhysics()
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// create a patch of cloth
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{
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btScalar h = 0;
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const btScalar s = 4;
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, 0, -s),
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btVector3(+s, 0, -s),
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btVector3(-s, 0, +s),
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btVector3(+s, 0, +s),
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// 20,20,
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3,3,
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btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
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btVector3(+s, h, -s),
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btVector3(-s, h, +s),
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btVector3(+s, h, +s),
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20,20,
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// 3,3,
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1 + 2 + 4 + 8, true);
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psb->getCollisionShape()->setMargin(0.25);
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psb->generateBendingConstraints(2);
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psb->setTotalMass(.5);
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psb->setTotalMass(5);
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psb->setSpringStiffness(2);
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psb->setDampingCoefficient(0.01);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 0;
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psb->m_cfg.kDF = .1;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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}
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@@ -271,7 +273,7 @@ void DeformableContact::exitPhysics()
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void DeformableContact::stepSimulation(float deltaTime)
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{
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// getDeformableDynamicsWorld()->getMultiBodyDynamicsWorld()->stepSimulation(deltaTime);
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m_dynamicsWorld->stepSimulation(deltaTime, 4, 1./240.);
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m_dynamicsWorld->stepSimulation(deltaTime, 5, 1./250.);
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}
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@@ -279,7 +281,7 @@ btMultiBody* DeformableContact::createFeatherstoneMultiBody_testMultiDof(btMulti
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{
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//init the base
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btVector3 baseInertiaDiag(0.f, 0.f, 0.f);
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float baseMass = .05f;
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float baseMass = .1f;
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if (baseMass)
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{
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@@ -300,7 +302,7 @@ btMultiBody* DeformableContact::createFeatherstoneMultiBody_testMultiDof(btMulti
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//init the links
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btVector3 hingeJointAxis(1, 0, 0);
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float linkMass = .05f;
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float linkMass = .1f;
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btVector3 linkInertiaDiag(0.f, 0.f, 0.f);
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btCollisionShape* pTempBox = new btBoxShape(btVector3(linkHalfExtents[0], linkHalfExtents[1], linkHalfExtents[2]));
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