fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -33,18 +33,24 @@ public:
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b3ClothDef def;
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def.mesh = m_meshes + e_clothMesh;
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def.density = 0.2f;
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def.gravity.Set(-10.0f, 1.0f, 0.0f);
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def.k1 = 0.5f;
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def.k2 = 0.05f;
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def.kd = 0.1f;
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def.gravity.Set(2.5f, 5.0f, -10.0f);
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def.k1 = 0.2f;
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def.k2 = 0.1f;
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def.kd = 0.005f;
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def.r = 1.0f;
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m_cloth.Initialize(def);
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m_aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
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m_aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
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b3Particle* vs = m_cloth.GetVertices();
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for (u32 i = 0; i < 5; ++i)
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for (u32 i = 0; i < m_cloth.GetVertexCount(); ++i)
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{
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vs[i].im = 0.0f;
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if (m_aabb.Contains(vs[i].p))
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{
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vs[i].im = 0.0f;
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}
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}
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}
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@ -66,6 +72,8 @@ public:
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m_cloth.Step(dt, g_settings.positionIterations);
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m_cloth.Draw(g_debugDraw);
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//g_debugDraw->DrawAABB(m_aabb, b3Color_black);
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}
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static Test* Create()
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@ -74,6 +82,7 @@ public:
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}
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b3Cloth m_cloth;
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b3AABB3 m_aabb;
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};
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#endif
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