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Softbody bouncing questions

Posted: Tue Feb 24, 2015 4:10 pm
by Motohime
Hi,

Hi, i try to use the btsoftbody to simulate a rigid plastic part, but some things escapes to me.

my steps :

details:

Code: Select all

myConfig = new btSoftBodyRigidBodyCollisionConfiguration();
myDispatcher = new	btCollisionDispatcher(myConfig);
myBroadphase = new btDbvtBroadphase();
mySolver = new btMLCPSolver(new btSolveProjectedGaussSeidel());
myWorld = new btSoftRigidDynamicsWorld(myDispatcher, myBroadphase, mySolver, myConfig);

Create softbody from a mesh :

Code: Select all

btSoftBodyWorldInfo* L_world;
L_world->m_dispatcher = myDispatcher ;
L_world->m_broadphase = myBroadphase;

L_world->m_gravity.setValue(0.0f, 0.0f, -5.0f);
L_world->m_sparsesdf.Initialize();
L_world->m_sparsesdf.Reset();

btSoftBody*	L_SoftBody = btSoftBodyHelpers::CreateFromTriMesh(*L_world, myBuildInfo->VerticeBuffer, myBuildInfo->IndiceBuffer, myBuildInfo->TriangleCount);
L_SoftBody->setTotalMass(50, true);
L_SoftBody->m_cfg.kVC = 300;
L_SoftBody->m_cfg.kCHR = 1.0f;

L_SoftBody->m_cfg.piterations = 200;
L_SoftBody->m_cfg.collisions = btSoftBody::fCollision::CL_RS + btSoftBody::fCollision::CL_SS;
L_SoftBody->randomizeConstraints();
L_SoftBody->generateClusters(30e7);

myWorld->addSoftBody(L_SoftBody);
When my soft body collide with another rigidbody, he bounce very far away .... the gravity and mass on soft body does not have an effect on it.
my other rigid body have restitution = 0.0.

What am I missing plz?