More parameter tuning for cloth-like behavior

This commit is contained in:
Xuchen Han
2020-03-06 16:29:32 -08:00
parent 7762b2957e
commit 41ca8b9e59

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@@ -155,8 +155,7 @@ void DeformableSelfCollision::addCloth(btVector3 origin)
psb->getCollisionShape()->setMargin(0.0075);
psb->generateBendingConstraints(2);
psb->generateBendingConstraints(2);
psb->generateBendingConstraints(3);
psb->setTotalMass(.5);
psb->m_cfg.kKHR = 1; // collision hardness with kinematic objects
psb->m_cfg.kCHR = 1; // collision hardness with rigid body
@@ -171,8 +170,8 @@ void DeformableSelfCollision::addCloth(btVector3 origin)
getDeformableDynamicsWorld()->addSoftBody(psb);
psb->setSelfCollision(true);
btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(3,0.2, true);
psb->setSpringStiffness(3);
btDeformableMassSpringForce* mass_spring = new btDeformableMassSpringForce(1.5,0.1, true);
psb->setSpringStiffness(1);
getDeformableDynamicsWorld()->addForce(psb, mass_spring);
m_forces.push_back(mass_spring);
btVector3 gravity = btVector3(0, -9.8, 0);