initialize m_useSelfCollision
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@@ -104,6 +104,8 @@ void ClothFriction::initPhysics()
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btVector3 gravity = btVector3(0, -10, 0);
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btVector3 gravity = btVector3(0, -10, 0);
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m_dynamicsWorld->setGravity(gravity);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = 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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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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@@ -166,6 +166,7 @@ void DeformableSelfCollision::initPhysics()
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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psb->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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getDeformableDynamicsWorld()->addSoftBody(psb);
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psb->setSelfCollision(true);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(10,0.2, true);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(10,0.2, true);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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@@ -119,6 +119,7 @@ void btSoftBody::initDefaults()
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m_dampingCoefficient = 1;
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m_dampingCoefficient = 1;
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m_sleepingThreshold = 0.1;
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m_sleepingThreshold = 0.1;
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m_useFaceContact = false;
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m_useFaceContact = false;
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m_useSelfCollision = false;
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m_collisionFlags = 0;
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m_collisionFlags = 0;
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}
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}
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