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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@@ -230,17 +230,13 @@ void VolumetricDeformable::initPhysics()
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getDeformableDynamicsWorld()->addSoftBody(psb);
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psb->scale(btVector3(2, 2, 2));
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psb->translate(btVector3(0, 5, 0));
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// psb->setVolumeMass(10);
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psb->getCollisionShape()->setMargin(0.25);
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// psb->generateBendingConstraints(2);
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psb->setTotalMass(1);
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psb->setSpringStiffness(0);
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psb->setDampingCoefficient(0.01);
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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 = 0.5;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce());
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce(0,0.01));
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableGravityForce(gravity));
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableCorotatedForce(.5,.5));
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}
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