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WIP warm starting
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@@ -30,7 +30,7 @@
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// static btScalar E = 50;
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// static btScalar nu = 0.3;
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static btScalar damping_alpha = 0.0;
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static btScalar damping_beta = 0.01;
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static btScalar damping_beta = 0.0;
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static btScalar COLLIDING_VELOCITY = 0;
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static int start_mode = 6;
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static int num_modes = 1;
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@@ -161,9 +161,9 @@ void FreeFall::initPhysics()
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getDeformableDynamicsWorld()->addSoftBody(rsb);
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rsb->getCollisionShape()->setMargin(0.1);
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// rsb->scale(btVector3(1, 1, 1));
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rsb->translate(btVector3(0, 10, 0)); //TODO: add back translate and scale
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rsb->translate(btVector3(0, 5, 0)); //TODO: add back translate and scale
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// rsb->setTotalMass(0.5);
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rsb->setStiffnessScale(0.5);
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rsb->setStiffnessScale(1);
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rsb->setDamping(damping_alpha, damping_beta);
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// rsb->setFriction(200);
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@@ -179,7 +179,7 @@ void FreeFall::initPhysics()
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btSoftBodyHelpers::generateBoundaryFaces(rsb);
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// rsb->setVelocity(btVector3(0, -COLLIDING_VELOCITY, 0));
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// rsb->setRigidVelocity(btVector3(0, 0, 0));
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// rsb->setRigidVelocity(btVector3(0, 0, 1));
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// rsb->setRigidAngularVelocity(btVector3(1, 0, 0));
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// btDeformableGravityForce* gravity_force = new btDeformableGravityForce(gravity);
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@@ -188,14 +188,16 @@ void FreeFall::initPhysics()
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}
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// create a static rigid box as the ground
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{
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50), btScalar(50), btScalar(50)));
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// btBoxShape* groundShape = createBoxShape(btVector3(btScalar(3), btScalar(3), btScalar(3)));
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// btBoxShape* groundShape = createBoxShape(btVector3(btScalar(50), btScalar(50), btScalar(50)));
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btBoxShape* groundShape = createBoxShape(btVector3(btScalar(5), btScalar(5), btScalar(5)));
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m_collisionShapes.push_back(groundShape);
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btTransform groundTransform;
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groundTransform.setIdentity();
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groundTransform.setOrigin(btVector3(0, -50, 0));
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// groundTransform.setRotation(btQuaternion(btVector3(1, 0, 0), SIMD_PI / 6.0));
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groundTransform.setOrigin(btVector3(0, -2, -2));
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// groundTransform.setOrigin(btVector3(0, 0, 6));
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// groundTransform.setOrigin(btVector3(0, -50, 0));
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{
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btScalar mass(0.);
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createRigidBody(mass, groundTransform, groundShape, btVector4(0,0,0,0));
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