Add faces to volumetric objects in deformable demos
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@@ -314,6 +314,7 @@ void Pinch::initPhysics()
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psb->m_cfg.kDF = 2;
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psb->m_cfg.kDF = 2;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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getDeformableDynamicsWorld()->addSoftBody(psb);
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getDeformableDynamicsWorld()->addSoftBody(psb);
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btSoftBodyHelpers::generateBoundaryFaces(psb);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(1,0.05);
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btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(1,0.05);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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getDeformableDynamicsWorld()->addForce(psb, mass_spring);
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@@ -220,6 +220,7 @@ void VolumetricDeformable::initPhysics()
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psb->m_cfg.kCHR = 1; // collision hardness with rigid body
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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.kDF = 0.5;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RD;
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btSoftBodyHelpers::generateBoundaryFaces(psb);
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btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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getDeformableDynamicsWorld()->addForce(psb, gravity_force);
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