Hi, all.
I faced the trouble of deformation softbody. The thing is that after collision my object is cut/scattered into pieces.
default: http://joxi.net/l2ZlkNLI8QQE7r
after collision: http://joxi.net/gmvbWqYfxRRqbm
m_softBodyWorldInfo.air_density = (btScalar)0.2;
m_softBodyWorldInfo.water_density = 0;
m_softBodyWorldInfo.water_offset = 0;
m_softBodyWorldInfo.water_normal = btVector3(0,0,0);
m_softBodyWorldInfo.m_gravity = btVector3(0, 0, 0); //_world.world->getGravity();
m_softBodyWorldInfo.m_dispatcher = _world.dispatcher;
m_softBodyWorldInfo.m_sparsesdf.Reset();
m_softBodyWorldInfo.m_broadphase = _world.broadPhase;
m_softBodyWorldInfo.m_sparsesdf.Initialize();
m_softBodyWorldInfo.m_maxDisplacement = 0;
staticSoftBoby = new StaticMeshToSoftBodyConverter(&m_softBodyWorldInfo);
staticSoftBoby->addEntity(_entity.ent);
psb = staticSoftBoby->createSoftBodyFromTrimesh();
btSoftBody::Material* pm=psb->appendMaterial();
pm->m_kLST = 0.9;
pm->m_kAST = 0.1;
pm->m_kVST = 0.1;
psb->m_cfg.piterations = 5;
psb->m_cfg.kDF = 0.1;
psb->m_cfg.kMT = 0.25f;
psb->m_cfg.kVC = 0.5f;
psb->m_cfg.collisions |= btSoftBody::fCollision::VF_SS;
psb->generateClusters(5);
psb->m_cfg.kSRHR_CL = 0.1;
psb->m_cfg.kSR_SPLT_CL = 0.1;
psb->randomizeConstraints();
psb->generateBendingConstraints(2);
psb->getCollisionShape()->setMargin(0.1);
psb->setTotalMass(100,true);
What am I doing wrong? Thanks.