sbConfig.set_collisions()
sdarpeng opened this issue · comments
sdarpeng commented
const softBodyHelpers = new Ammo.btSoftBodyHelpers();
const clothCorner00 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z );
const clothCorner01 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z - clothWidth );
const clothCorner10 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z );
const clothCorner11 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z - clothWidth );
const clothSoftBody = softBodyHelpers.CreatePatch( physicsWorld.getWorldInfo(), clothCorner00, clothCorner01, clothCorner10, clothCorner11, clothNumSegmentsZ + 1, clothNumSegmentsY + 1, 0, true );
const sbConfig = clothSoftBody.get_m_cfg();
clothSoftBody.generateClusters(40,80);
sbConfig.set_viterations( 10 );
sbConfig.set_piterations( 20 );
clothSoftBody.setTotalMass( 1, false );
sbConfig.set_collisions(0x0001);
on the bullet src, I found the following options ot the set_collisions() like this.
RVSmask = 0x000f, ///Rigid versus soft mask
SDF_RS = 0x0001, ///SDF based rigid vs soft
CL_RS = 0x0002, ///Cluster vs convex rigid vs soft
SVSmask = 0x0030, ///Rigid versus soft mask
VF_SS = 0x0010, ///Vertex vs face soft vs soft handling
CL_SS = 0x0020, ///Cluster vs cluster soft vs soft handling
CL_SELF = 0x0040, ///Cluster soft body self collision
/* presets */
Default = SDF_RS,
While I tried all the options, I found only default SDF_RS and CL_RS works, other option doesn't work. Do somebody know why?