Fix T40909: BGE softbodies broken.

Looks like softbody settings got lost in a recent cleanup.
This commit is contained in:
Mitchell Stokes 2014-07-09 21:32:33 -07:00
parent 83f5d41071
commit 3a9e588d1a
Notes: blender-bot 2023-06-07 10:31:13 +02:00
Referenced by issue #40909, broken softbody.
1 changed files with 71 additions and 0 deletions

View File

@ -3079,10 +3079,81 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
if (blenderobject->bsoft)
{
ci.m_margin = blenderobject->bsoft->margin;
ci.m_gamesoftFlag = blenderobject->bsoft->flag;
ci.m_soft_linStiff = blenderobject->bsoft->linStiff;
ci.m_soft_angStiff = blenderobject->bsoft->angStiff; /* angular stiffness 0..1 */
ci.m_soft_volume = blenderobject->bsoft->volume; /* volume preservation 0..1 */
ci.m_soft_viterations = blenderobject->bsoft->viterations; /* Velocities solver iterations */
ci.m_soft_piterations = blenderobject->bsoft->piterations; /* Positions solver iterations */
ci.m_soft_diterations = blenderobject->bsoft->diterations; /* Drift solver iterations */
ci.m_soft_citerations = blenderobject->bsoft->citerations; /* Cluster solver iterations */
ci.m_soft_kSRHR_CL = blenderobject->bsoft->kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
ci.m_soft_kSKHR_CL = blenderobject->bsoft->kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
ci.m_soft_kSSHR_CL = blenderobject->bsoft->kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
ci.m_soft_kSR_SPLT_CL = blenderobject->bsoft->kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci.m_soft_kSK_SPLT_CL = blenderobject->bsoft->kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci.m_soft_kSS_SPLT_CL = blenderobject->bsoft->kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
ci.m_soft_kVCF = blenderobject->bsoft->kVCF; /* Velocities correction factor (Baumgarte) */
ci.m_soft_kDP = blenderobject->bsoft->kDP; /* Damping coefficient [0,1] */
ci.m_soft_kDG = blenderobject->bsoft->kDG; /* Drag coefficient [0,+inf] */
ci.m_soft_kLF = blenderobject->bsoft->kLF; /* Lift coefficient [0,+inf] */
ci.m_soft_kPR = blenderobject->bsoft->kPR; /* Pressure coefficient [-inf,+inf] */
ci.m_soft_kVC = blenderobject->bsoft->kVC; /* Volume conversation coefficient [0,+inf] */
ci.m_soft_kDF = blenderobject->bsoft->kDF; /* Dynamic friction coefficient [0,1] */
ci.m_soft_kMT = blenderobject->bsoft->kMT; /* Pose matching coefficient [0,1] */
ci.m_soft_kCHR = blenderobject->bsoft->kCHR; /* Rigid contacts hardness [0,1] */
ci.m_soft_kKHR = blenderobject->bsoft->kKHR; /* Kinetic contacts hardness [0,1] */
ci.m_soft_kSHR = blenderobject->bsoft->kSHR; /* Soft contacts hardness [0,1] */
ci.m_soft_kAHR = blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */
ci.m_soft_collisionflags = blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
ci.m_soft_numclusteriterations = blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/
}
else
{
ci.m_margin = 0.f;
ci.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT;
ci.m_soft_linStiff = 0.5;
ci.m_soft_angStiff = 1.f; /* angular stiffness 0..1 */
ci.m_soft_volume = 1.f; /* volume preservation 0..1 */
ci.m_soft_viterations = 0;
ci.m_soft_piterations = 1;
ci.m_soft_diterations = 0;
ci.m_soft_citerations = 4;
ci.m_soft_kSRHR_CL = 0.1f;
ci.m_soft_kSKHR_CL = 1.f;
ci.m_soft_kSSHR_CL = 0.5;
ci.m_soft_kSR_SPLT_CL = 0.5f;
ci.m_soft_kSK_SPLT_CL = 0.5f;
ci.m_soft_kSS_SPLT_CL = 0.5f;
ci.m_soft_kVCF = 1;
ci.m_soft_kDP = 0;
ci.m_soft_kDG = 0;
ci.m_soft_kLF = 0;
ci.m_soft_kPR = 0;
ci.m_soft_kVC = 0;
ci.m_soft_kDF = 0.2f;
ci.m_soft_kMT = 0.05f;
ci.m_soft_kCHR = 1.0f;
ci.m_soft_kKHR = 0.1f;
ci.m_soft_kSHR = 1.f;
ci.m_soft_kAHR = 0.7f;
ci.m_soft_collisionflags = OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS;
ci.m_soft_numclusteriterations = 16;
}
}
else