check in a good set of parameters for grasping deformable ball with nonlinear damping force (not as stable as linear damping)
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@@ -228,14 +228,12 @@ void DeformableRigid::initPhysics()
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psb->getCollisionShape()->setMargin(0.1);
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psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->setSpringStiffness(2);
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psb->setDampingCoefficient(0.05);
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psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb->m_cfg.kDF = 1;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce());
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce(2, 0.05));
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableGravityForce(gravity));
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// add a few rigid bodies
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