factor out force; now btDeformableLagrangianceForce can be specified at configuration time and to specific softbody
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@@ -186,8 +186,9 @@ void VolumetricDeformable::initPhysics()
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m_dynamicsWorld = new btDeformableRigidDynamicsWorld(m_dispatcher, m_broadphase, sol, m_collisionConfiguration, deformableBodySolver);
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deformableBodySolver->setWorld(getDeformableDynamicsWorld());
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// m_dynamicsWorld->getSolverInfo().m_singleAxisDeformableThreshold = 0.f;//faster but lower quality
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m_dynamicsWorld->setGravity(btVector3(0, -10, 0));
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity.setValue(0, -10, 0);
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btVector3 gravity = btVector3(0, -10, 0);
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m_dynamicsWorld->setGravity(gravity);
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getDeformableDynamicsWorld()->getWorldInfo().m_gravity = gravity;
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m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
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{
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@@ -240,6 +241,8 @@ void VolumetricDeformable::initPhysics()
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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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getDeformableDynamicsWorld()->addForce(psb, new btDeformableMassSpringForce());
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getDeformableDynamicsWorld()->addForce(psb, new btDeformableGravityForce(gravity));
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}
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// add a few rigid bodies
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Ctor_RbUpStack(4);
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