forked from enlightenment/efl
EPhysics: no need to anchor props
Actually for cloth anchors its hardness must always be 0.8. Patch by: Leandro Dorileo <dorileo@profusion.mobi> SVN revision: 78479
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@ -1292,7 +1292,12 @@ _ephysics_body_soft_body_hardness_set(EPhysics_Body *body, double hardness)
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{
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int m = body->material_index;
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btSoftBody *soft_body = body->soft_body;
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soft_body->m_cfg.kAHR = (hardness / body->anchor_prop) * 0.6;
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if (body->type == EPHYSICS_BODY_TYPE_CLOTH)
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soft_body->m_cfg.kAHR = 0.8;
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else
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soft_body->m_cfg.kAHR = (hardness / 1000) * 0.6;
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soft_body->m_materials[m]->m_kVST = (hardness / 1000);
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soft_body->m_materials[m]->m_kLST = (hardness / 1000);
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soft_body->m_materials[m]->m_kAST = (hardness / 1000);
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@ -1440,7 +1445,6 @@ _ephysics_body_soft_body_add(EPhysics_World *world, btCollisionShape *collision_
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}
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body->material_index = 0;
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body->anchor_prop = 1000;
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body->type = EPHYSICS_BODY_TYPE_SOFT;
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_ephysics_body_soft_body_default_config(body, soft_body);
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@ -1595,7 +1599,6 @@ ephysics_body_cloth_add(EPhysics_World *world, unsigned short granularity)
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body->cloth_columns = columns;
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body->cloth_rows = rows;
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body->anchor_prop = 1;
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body->type = EPHYSICS_BODY_TYPE_CLOTH;
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ephysics_world_soft_body_add(world, body);
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@ -111,7 +111,6 @@ struct _EPhysics_Body {
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EPhysics_Body_Type type;
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int cloth_columns;
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int cloth_rows;
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int anchor_prop;
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int material_index;
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struct {
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int triangle;
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