refactor contact solve
This commit is contained in:
@@ -118,8 +118,9 @@ void DeformableMultibody::initPhysics()
|
||||
|
||||
m_broadphase = new btDbvtBroadphase();
|
||||
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
|
||||
btMultiBodyConstraintSolver* sol;
|
||||
sol = new btMultiBodyConstraintSolver;
|
||||
btDeformableMultiBodyConstraintSolver* sol;
|
||||
sol = new btDeformableMultiBodyConstraintSolver;
|
||||
sol->setDeformableSolver(deformableBodySolver);
|
||||
m_solver = sol;
|
||||
|
||||
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
|
||||
@@ -223,6 +224,7 @@ void DeformableMultibody::initPhysics()
|
||||
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
|
||||
psb->m_cfg.kDF = .1;
|
||||
psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
|
||||
psb->setCollisionFlags(0);
|
||||
getDeformableDynamicsWorld()->addSoftBody(psb);
|
||||
|
||||
btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(2, 0.01, false);
|
||||
|
||||
@@ -161,7 +161,8 @@ void DeformableRigid::initPhysics()
|
||||
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
|
||||
|
||||
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
|
||||
btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver();
|
||||
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
|
||||
sol->setDeformableSolver(deformableBodySolver);
|
||||
m_solver = sol;
|
||||
|
||||
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
|
||||
@@ -208,10 +209,12 @@ void DeformableRigid::initPhysics()
|
||||
{
|
||||
bool onGround = false;
|
||||
const btScalar s = 4;
|
||||
btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, 0, -s),
|
||||
btVector3(+s, 0, -s),
|
||||
btVector3(-s, 0, +s),
|
||||
btVector3(+s, 0, +s),
|
||||
const btScalar h = 0;
|
||||
|
||||
btSoftBody* psb = btSoftBodyHelpers::CreatePatch(getDeformableDynamicsWorld()->getWorldInfo(), btVector3(-s, h, -s),
|
||||
btVector3(+s, h, -s),
|
||||
btVector3(-s, h, +s),
|
||||
btVector3(+s, h, +s),
|
||||
// 3,3,
|
||||
20,20,
|
||||
1 + 2 + 4 + 8, true);
|
||||
|
||||
@@ -187,7 +187,8 @@ void GraspDeformable::initPhysics()
|
||||
m_broadphase = new btDbvtBroadphase();
|
||||
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
|
||||
|
||||
btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver();
|
||||
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
|
||||
sol->setDeformableSolver(deformableBodySolver);
|
||||
m_solver = sol;
|
||||
|
||||
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
|
||||
|
||||
@@ -245,7 +245,8 @@ void Pinch::initPhysics()
|
||||
m_broadphase = new btDbvtBroadphase();
|
||||
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
|
||||
|
||||
btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver();
|
||||
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
|
||||
sol->setDeformableSolver(deformableBodySolver);
|
||||
m_solver = sol;
|
||||
|
||||
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
|
||||
|
||||
@@ -178,7 +178,8 @@ void VolumetricDeformable::initPhysics()
|
||||
m_broadphase = new btDbvtBroadphase();
|
||||
btDeformableBodySolver* deformableBodySolver = new btDeformableBodySolver();
|
||||
|
||||
btMultiBodyConstraintSolver* sol = new btMultiBodyConstraintSolver();
|
||||
btDeformableMultiBodyConstraintSolver* sol = new btDeformableMultiBodyConstraintSolver();
|
||||
sol->setDeformableSolver(deformableBodySolver);
|
||||
m_solver = sol;
|
||||
|
||||
m_dynamicsWorld = new btDeformableMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
|
||||
|
||||
Reference in New Issue
Block a user