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More springy, more damp. Removed unused variable.
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1 changed files with 2 additions and 3 deletions
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@ -57,7 +57,6 @@ void BlendFace::simulate(float deltaTime) {
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// set up world vertices on first simulate after load
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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bool first = false;
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if (_meshStates.isEmpty()) {
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QVector<glm::vec3> vertices;
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foreach (const FBXMesh& mesh, geometry.meshes) {
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@ -115,8 +114,8 @@ void BlendFace::simulate(float deltaTime) {
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_resetStates = false;
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} else {
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const float SPRINGINESS_MULTIPLIER = 20.0f;
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const float DAMPING = 1.0f;
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const float SPRINGINESS_MULTIPLIER = 200.0f;
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const float DAMPING = 5.0f;
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for (int j = 0; j < vertexCount; j++) {
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destVelocities[j] += ((glm::vec3(baseTransform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
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mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
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