change collision detection between deformables to from continuous to discrete

This commit is contained in:
Xuchen Han
2019-11-11 13:58:03 -08:00
parent b25d806b14
commit 794614f269
5 changed files with 155 additions and 134 deletions

View File

@@ -93,16 +93,6 @@ public:
virtual void renderScene()
{
CommonRigidBodyBase::renderScene();
// btDeformableMultiBodyDynamicsWorld* deformableWorld = getDeformableDynamicsWorld();
//
// for (int i = 0; i < deformableWorld->getSoftBodyArray().size(); i++)
// {
// btSoftBody* psb = (btSoftBody*)deformableWorld->getSoftBodyArray()[i];
// {
// btSoftBodyHelpers::DrawFrame(psb, deformableWorld->getDebugDrawer());
// btSoftBodyHelpers::Draw(psb, deformableWorld->getDebugDrawer(), deformableWorld->getDrawFlags());
// }
// }
}
};
@@ -115,8 +105,8 @@ void dynamics2(btScalar time, btDeformableMultiBodyDynamicsWorld* world)
btScalar pressTime = 0.45;
btScalar liftTime = 5;
btScalar shiftTime = 1.75;
btScalar holdTime = 4.5*1000;
btScalar dropTime = 5.3*1000;
btScalar holdTime = 7.5;
btScalar dropTime = 8.3;
btTransform rbTransform;
rbTransform.setIdentity();
btVector3 translation;
@@ -259,7 +249,7 @@ void PinchFriction::initPhysics()
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
body->setFriction(0);
body->setFriction(0.5);
//add the ground to the dynamics world
m_dynamicsWorld->addRigidBody(body);
@@ -275,11 +265,11 @@ void PinchFriction::initPhysics()
psb->scale(btVector3(2, 2, 1));
psb->translate(btVector3(0, 2.1, 2.2));
psb->getCollisionShape()->setMargin(0.1);
psb->getCollisionShape()->setMargin(0.05);
psb->setTotalMass(.6);
psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
psb->m_cfg.kDF = 20;
psb->m_cfg.kDF = 2;
btSoftBodyHelpers::generateBoundaryFaces(psb);
psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
psb->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
@@ -304,11 +294,11 @@ void PinchFriction::initPhysics()
psb2->scale(btVector3(2, 2, 1));
psb2->translate(btVector3(0, 2.1, -2.2));
psb2->getCollisionShape()->setMargin(0.1);
psb2->getCollisionShape()->setMargin(0.05);
psb2->setTotalMass(.6);
psb2->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb2->m_cfg.kCHR = 1; // collision hardness with rigid body
psb2->m_cfg.kDF = 20;
psb2->m_cfg.kDF = 2;
psb2->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
psb2->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
btSoftBodyHelpers::generateBoundaryFaces(psb2);
@@ -333,11 +323,11 @@ void PinchFriction::initPhysics()
psb3->scale(btVector3(2, 2, 1));
psb3->translate(btVector3(0, 2.1, 0));
psb3->getCollisionShape()->setMargin(0.1);
psb3->getCollisionShape()->setMargin(0.05);
psb3->setTotalMass(.6);
psb3->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb3->m_cfg.kCHR = 1; // collision hardness with rigid body
psb3->m_cfg.kDF = 20;
psb3->m_cfg.kDF = 2;
psb3->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
psb3->m_cfg.collisions |= btSoftBody::fCollision::VF_DD;
btSoftBodyHelpers::generateBoundaryFaces(psb3);