Fix some performance issues caused by unneccessarily small sdf grid size.
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@@ -112,9 +112,9 @@ void dynamics2(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
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if (rbs.size()<2)
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return;
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btRigidBody* rb0 = rbs[0];
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btScalar pressTime = 0.9;
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btScalar liftTime = 10;
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btScalar shiftTime = 3.5;
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btScalar pressTime = 0.45;
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btScalar liftTime = 5;
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btScalar shiftTime = 1.75;
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btScalar holdTime = 4.5*1000;
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btScalar dropTime = 5.3*1000;
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btTransform rbTransform;
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@@ -124,9 +124,9 @@ void dynamics2(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
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btVector3 initialTranslationLeft = btVector3(0.5,3,4);
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btVector3 initialTranslationRight = btVector3(0.5,3,-4);
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btVector3 PinchFrictionVelocityLeft = btVector3(0,0,-1);
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btVector3 PinchFrictionVelocityRight = btVector3(0,0,1);
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btVector3 liftVelocity = btVector3(0,1,0);
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btVector3 PinchFrictionVelocityLeft = btVector3(0,0,-2);
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btVector3 PinchFrictionVelocityRight = btVector3(0,0,2);
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btVector3 liftVelocity = btVector3(0,2,0);
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btVector3 shiftVelocity = btVector3(0,0,0);
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btVector3 holdVelocity = btVector3(0,0,0);
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btVector3 openVelocityLeft = btVector3(0,0,4);
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@@ -230,7 +230,8 @@ void PinchFriction::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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getDeformableDynamicsWorld()->setSolverCallback(dynamics2);
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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