add option to approximate face contact with collision quadrature points
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@@ -802,6 +802,7 @@ public:
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btScalar m_sleepingThreshold;
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btScalar m_maxSpeedSquared;
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bool m_useFaceContact;
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btAlignedObjectArray<btVector3> m_quads; // quadrature points for collision detection
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btAlignedObjectArray<btVector4> m_renderNodesInterpolationWeights;
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btAlignedObjectArray<btAlignedObjectArray<const btSoftBody::Node*> > m_renderNodesParents;
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@@ -1143,6 +1144,7 @@ public:
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void applyForces();
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void setMaxStress(btScalar maxStress);
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void interpolateRenderMesh();
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void setCollisionQuadrature(int N);
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static void PSolve_Anchors(btSoftBody* psb, btScalar kst, btScalar ti);
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static void PSolve_RContacts(btSoftBody* psb, btScalar kst, btScalar ti);
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static void PSolve_SContacts(btSoftBody* psb, btScalar, btScalar ti);
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