This commit is contained in:
Irlan 2018-08-01 11:05:01 -03:00
parent 86cfec55f0
commit 93f04140b9
2 changed files with 5 additions and 5 deletions

View File

@ -891,6 +891,7 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
solverDef.forceCapacity = m_forceList.m_count; solverDef.forceCapacity = m_forceList.m_count;
solverDef.bodyContactCapacity = m_particleList.m_count; solverDef.bodyContactCapacity = m_particleList.m_count;
solverDef.particleContactCapacity = m_particleContactList.m_count; solverDef.particleContactCapacity = m_particleContactList.m_count;
solverDef.triangleContactCapacity = m_triangleContactList.m_count;
b3ClothSolver solver(solverDef); b3ClothSolver solver(solverDef);

View File

@ -279,7 +279,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
InitializeParticleContactConstraints(); InitializeParticleContactConstraints();
// Initialize triangle contact constraints // Initialize triangle contact constraints
// InitializeTriangleContactConstraints(); InitializeTriangleContactConstraints();
// Warm start velocity constraints // Warm start velocity constraints
WarmStart(); WarmStart();
@ -291,7 +291,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
{ {
SolveBodyContactVelocityConstraints(); SolveBodyContactVelocityConstraints();
SolveParticleContactVelocityConstraints(); SolveParticleContactVelocityConstraints();
// SolveTriangleContactVelocityConstraints(); SolveTriangleContactVelocityConstraints();
} }
// Store impulses to improve convergence // Store impulses to improve convergence
@ -307,9 +307,8 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
for (u32 i = 0; i < kPositionIterations; ++i) for (u32 i = 0; i < kPositionIterations; ++i)
{ {
bool particleContactsSolved = SolveParticleContactPositionConstraints(); bool particleContactsSolved = SolveParticleContactPositionConstraints();
// bool triangleContactsSolved = SolveTriangleContactPositionConstraints(); bool triangleContactsSolved = SolveTriangleContactPositionConstraints();
//if (particleContactsSolved && triangleContactsSolved) if (particleContactsSolved && triangleContactsSolved)
if (particleContactsSolved)
{ {
positionSolved = true; positionSolved = true;
break; break;