add normal cone optimization for self-collision
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@@ -274,8 +274,8 @@ void PinchFriction::initPhysics()
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psb->scale(btVector3(2, 2, 1));
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psb->translate(btVector3(0, 2.1, 2.2));
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psb->getCollisionShape()->setMargin(0.03);
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psb->setTotalMass(1);
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psb->getCollisionShape()->setMargin(0.1);
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psb->setTotalMass(.6);
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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 = 20;
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@@ -303,8 +303,8 @@ void PinchFriction::initPhysics()
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psb2->scale(btVector3(2, 2, 1));
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psb2->translate(btVector3(0, 2.1, -2.2));
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psb2->getCollisionShape()->setMargin(0.03);
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psb2->setTotalMass(1);
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psb2->getCollisionShape()->setMargin(0.1);
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psb2->setTotalMass(.6);
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psb2->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb2->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb2->m_cfg.kDF = 20;
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@@ -332,8 +332,8 @@ void PinchFriction::initPhysics()
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psb3->scale(btVector3(2, 2, 1));
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psb3->translate(btVector3(0, 2.1, 0));
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psb3->getCollisionShape()->setMargin(0.03);
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psb3->setTotalMass(1);
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psb3->getCollisionShape()->setMargin(0.1);
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psb3->setTotalMass(.6);
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psb3->m_cfg.kKHR = 1; // collision hardness with kinematic objects
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psb3->m_cfg.kCHR = 1; // collision hardness with rigid body
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psb3->m_cfg.kDF = 20;
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