use baumgarte for correcting positions
This commit is contained in:
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65e5ff217e
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@ -293,6 +293,7 @@ private:
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friend class b3MeshContact;
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friend class b3ContactManager;
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friend class b3ContactSolver;
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friend class b3ClothSolver;
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friend class b3Joint;
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friend class b3JointManager;
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@ -64,7 +64,7 @@ struct b3AccelerationConstraint
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void Apply(const b3ClothSolverData* data);
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};
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struct b3ClothContactVelocityConstraint
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struct b3ClothSolverContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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@ -94,6 +94,28 @@ struct b3ClothContactVelocityConstraint
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float32 motorImpulse;
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};
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struct b3ClothSolverContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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b3Mat33 invIA;
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float32 radiusA;
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b3Vec3 localCenterA;
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b3Body* bodyB;
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b3Vec3 localCenterB;
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float32 invMassB;
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b3Mat33 invIB;
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float32 radiusB;
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b3Vec3 rA;
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b3Vec3 rB;
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b3Vec3 localNormalA;
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b3Vec3 localPointA;
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b3Vec3 localPointB;
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};
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class b3ClothSolver
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{
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public:
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@ -116,7 +138,7 @@ private:
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void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
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//
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void InitializeVelocityConstraints();
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void InitializeConstraints();
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//
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void WarmStart();
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@ -127,6 +149,9 @@ private:
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//
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void StoreImpulses();
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//
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bool SolvePositionConstraints();
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b3StackAllocator* m_allocator;
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u32 m_particleCapacity;
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@ -137,15 +162,16 @@ private:
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u32 m_forceCount;
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b3Force** m_forces;
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u32 m_contactCapacity;
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u32 m_contactCount;
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b3BodyContact** m_contacts;
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u32 m_constraintCapacity;
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u32 m_constraintCount;
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b3AccelerationConstraint* m_constraints;
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b3ClothContactVelocityConstraint* m_velocityConstraints;
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u32 m_contactCapacity;
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u32 m_contactCount;
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b3BodyContact** m_contacts;
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b3ClothSolverContactVelocityConstraint* m_velocityConstraints;
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b3ClothSolverContactPositionConstraint* m_positionConstraints;
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b3ClothSolverData m_solverData;
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};
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@ -82,8 +82,9 @@ public:
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b3Shape* s2;
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// Contact constraint
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b3Vec3 p;
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b3Vec3 n;
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b3Vec3 localNormal1;
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b3Vec3 localPoint1;
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b3Vec3 localPoint2;
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float32 normalImpulse;
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// Friction constraint
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@ -97,6 +98,15 @@ public:
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bool active;
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};
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struct b3BodyContactWorldPoint
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{
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void Initialize(const b3BodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
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b3Vec3 point;
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b3Vec3 normal;
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float32 separation;
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};
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// A cloth particle.
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class b3Particle
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{
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@ -556,17 +556,20 @@ void b3Cloth::UpdateContacts()
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}
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b3Shape* shape = bestShape;
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b3Body* body = shape->GetBody();
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float32 s = bestSeparation;
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b3Vec3 n = bestNormal;
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b3Vec3 cp = p->m_position - s * n;
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b3Vec3 cp2r = p->m_position - s * n;
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b3Vec3 cp2 = cp2r - shape->m_radius * n;
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// Store the contact manifold
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// Here the normal points from shape 2 to the particle
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// Store the local contact manifold
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// Ensure the the normal points from the particle 1 to shape 2
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c->active = true;
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c->p1 = p;
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c->s2 = shape;
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c->p = cp;
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c->n = n;
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c->localNormal1 = -n;
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c->localPoint1.SetZero();
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c->localPoint2 = body->GetLocalPoint(cp2);
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c->t1 = b3Perp(n);
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c->t2 = b3Cross(c->t1, n);
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c->normalImpulse = 0.0f;
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@ -590,7 +593,7 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
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b3ClothSolverDef solverDef;
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solverDef.stack = &m_world->m_stackAllocator;
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solverDef.particleCapacity = m_particleList.m_count;
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solverDef.forceCapacity = m_forceList.m_count + (1 * m_particleList.m_count);
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solverDef.forceCapacity = m_forceList.m_count;
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solverDef.contactCapacity = m_particleList.m_count;
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b3ClothSolver solver(solverDef);
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@ -661,7 +664,19 @@ void b3Cloth::Draw() const
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if (c->active)
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{
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b3Draw_draw->DrawSegment(c->p, c->p + c->n, b3Color_yellow);
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b3Particle* pA = c->p1;
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b3Body* bB = c->s2->GetBody();
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b3Transform xfA;
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xfA.rotation.SetIdentity();
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xfA.position = pA->m_position;
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b3Transform xfB = bB->GetTransform();
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b3BodyContactWorldPoint cp;
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cp.Initialize(c, pA->m_radius, xfA, c->s2->m_radius, xfB);
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b3Draw_draw->DrawSegment(cp.point, cp.point + cp.normal, b3Color_yellow);
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}
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}
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@ -48,22 +48,24 @@ b3ClothSolver::b3ClothSolver(const b3ClothSolverDef& def)
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m_forceCount = 0;
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m_forces = (b3Force**)m_allocator->Allocate(m_forceCapacity * sizeof(b3Force*));;
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m_contactCapacity = def.contactCapacity;
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m_contactCount = 0;
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m_contacts = (b3BodyContact**)m_allocator->Allocate(m_contactCapacity * sizeof(b3BodyContact*));
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m_constraintCapacity = def.particleCapacity;
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m_constraintCount = 0;
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m_constraints = (b3AccelerationConstraint*)m_allocator->Allocate(m_constraintCapacity * sizeof(b3AccelerationConstraint));
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m_velocityConstraints = (b3ClothContactVelocityConstraint*)m_allocator->Allocate(m_contactCount * sizeof(b3ClothContactVelocityConstraint));
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m_contactCapacity = def.contactCapacity;
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m_contactCount = 0;
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m_contacts = (b3BodyContact**)m_allocator->Allocate(m_contactCapacity * sizeof(b3BodyContact*));
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m_velocityConstraints = (b3ClothSolverContactVelocityConstraint*)m_allocator->Allocate(m_contactCapacity * sizeof(b3ClothSolverContactVelocityConstraint));
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m_positionConstraints = (b3ClothSolverContactPositionConstraint*)m_allocator->Allocate(m_contactCapacity * sizeof(b3ClothSolverContactPositionConstraint));
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}
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b3ClothSolver::~b3ClothSolver()
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{
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m_allocator->Free(m_positionConstraints);
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m_allocator->Free(m_velocityConstraints);
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m_allocator->Free(m_constraints);
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m_allocator->Free(m_contacts);
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m_allocator->Free(m_constraints);
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m_allocator->Free(m_forces);
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m_allocator->Free(m_particles);
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}
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@ -201,19 +203,6 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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sx0[i] = p->m_x;
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}
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// Apply internal translations
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3BodyContact* c = m_contacts[i];
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b3Particle* p = c->p1;
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if (p->m_type == e_dynamicParticle)
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{
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b3Vec3 dx = c->p - p->m_position;
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sy[p->m_solverId] += dx;
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}
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}
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// Integrate velocities
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// Apply internal forces
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@ -245,9 +234,16 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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b3_clothSolverIterations = iterations;
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sv = sv + x;
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sx = sx + sy;
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// Initialize velocity constraints
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InitializeVelocityConstraints();
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// Store delta velocities to improve convergence
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for (u32 i = 0; i < m_particleCount; ++i)
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{
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m_particles[i]->m_x = x[i];
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}
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// Initialize constraints
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InitializeConstraints();
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// Warm start velocity constraints
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WarmStart();
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@ -259,8 +255,24 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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SolveVelocityConstraints();
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}
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// Store impulses to improve convergence
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StoreImpulses();
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// Integrate positions
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sx = sx + h * sv + sy;
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sx = sx + h * sv;
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#if 0
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// Solve position constraints
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const u32 kPositionIterations = 0;
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for (u32 i = 0; i < kPositionIterations; ++i)
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{
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bool contactsSolved = SolvePositionConstraints();
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if (contactsSolved)
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{
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break;
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}
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}
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#endif
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// Copy state buffers back to the particles
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for (u32 i = 0; i < m_particleCount; ++i)
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@ -269,9 +281,18 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
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p->m_position = sx[i];
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p->m_velocity = sv[i];
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}
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// Cache x to improve convergence
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p->m_x = x[i];
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// Synchronize bodies
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3Body* body = m_contacts[i]->s2->GetBody();
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body->SynchronizeTransform();
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body->m_worldInvI = b3RotateToFrame(body->m_invI, body->m_xf.rotation);
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body->SynchronizeShapes();
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}
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}
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@ -383,15 +404,18 @@ void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
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iterations = iteration;
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}
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void b3ClothSolver::InitializeVelocityConstraints()
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void b3ClothSolver::InitializeConstraints()
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{
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b3DenseVec3& x = *m_solverData.x;
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b3DenseVec3& v = *m_solverData.v;
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float32 inv_dt = m_solverData.invdt;
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3BodyContact* c = m_contacts[i];
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b3ClothContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactPositionConstraint* pc = m_positionConstraints + i;
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vc->indexA = c->p1->m_solverId;
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vc->bodyB = c->s2->GetBody();
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@ -403,12 +427,32 @@ void b3ClothSolver::InitializeVelocityConstraints()
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vc->invIB = vc->bodyB->GetWorldInverseInertia();
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vc->friction = c->s2->GetFriction();
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pc->indexA = c->p1->m_solverId;
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pc->bodyB = vc->bodyB;
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pc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
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pc->invMassB = vc->bodyB->GetInverseMass();
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pc->invIA.SetZero();
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pc->invIB = vc->bodyB->GetWorldInverseInertia();
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pc->radiusA = c->p1->m_radius;
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pc->radiusB = c->s2->m_radius;
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pc->localCenterA.SetZero();
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pc->localCenterB = pc->bodyB->m_sweep.localCenter;
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pc->localNormalA = c->localNormal1;
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pc->localPointA = c->localPoint1;
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pc->localPointB = c->localPoint2;
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}
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3BodyContact* c = m_contacts[i];
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b3ClothContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactPositionConstraint* pc = m_positionConstraints + i;
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u32 indexA = vc->indexA;
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b3Body* bodyB = vc->bodyB;
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@ -420,15 +464,31 @@ void b3ClothSolver::InitializeVelocityConstraints()
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b3Mat33 iB = vc->invIB;
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b3Vec3 xA = x[indexA];
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b3Vec3 xB = bodyB->GetPosition();
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b3Vec3 xB = bodyB->m_sweep.worldCenter;
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// Ensure the normal points from shape 1 to the shape 2
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vc->normal = -c->n;
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b3Quat qA; qA.SetIdentity();
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b3Quat qB = bodyB->m_sweep.orientation;
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b3Vec3 localCenterA = pc->localCenterA;
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b3Vec3 localCenterB = pc->localCenterB;
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b3Transform xfA;
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xfA.rotation = b3QuatMat33(qA);
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xfA.position = xA - b3Mul(xfA.rotation, localCenterA);
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b3Transform xfB;
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xfB.rotation = b3QuatMat33(qB);
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xfB.position = xB - b3Mul(xfB.rotation, localCenterB);
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b3BodyContactWorldPoint wp;
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wp.Initialize(c, pc->radiusA, xfA, pc->radiusB, xfB);
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vc->normal = wp.normal;
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vc->tangent1 = c->t1;
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vc->tangent2 = c->t2;
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vc->point = c->p;
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vc->point = wp.point;
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b3Vec3 point = c->p;
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b3Vec3 point = vc->point;
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b3Vec3 rA = point - xA;
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b3Vec3 rB = point - xB;
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@ -449,6 +509,10 @@ void b3ClothSolver::InitializeVelocityConstraints()
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float32 K = mA + mB + b3Dot(iA * rnA, rnA) + b3Dot(iB * rnB, rnB);
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vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
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float32 C = b3Min(0.0f, wp.separation + B3_LINEAR_SLOP);
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vc->velocityBias = -inv_dt * B3_BAUMGARTE * C;
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}
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{
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@ -486,7 +550,7 @@ void b3ClothSolver::WarmStart()
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3ClothContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactVelocityConstraint* vc = m_velocityConstraints + i;
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u32 indexA = vc->indexA;
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b3Body* bodyB = vc->bodyB;
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@ -534,7 +598,7 @@ void b3ClothSolver::SolveVelocityConstraints()
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3ClothContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactVelocityConstraint* vc = m_velocityConstraints + i;
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u32 indexA = vc->indexA;
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b3Body* bodyB = vc->bodyB;
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@ -551,7 +615,6 @@ void b3ClothSolver::SolveVelocityConstraints()
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b3Mat33 iA = vc->invIA;
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b3Mat33 iB = vc->invIB;
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// Ensure the normal points from shape 1 to the shape 2
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b3Vec3 normal = vc->normal;
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b3Vec3 point = vc->point;
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@ -570,7 +633,7 @@ void b3ClothSolver::SolveVelocityConstraints()
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b3Vec3 dv = vB + b3Cross(wB, rB) - vA - b3Cross(wA, rA);
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float32 Cdot = b3Dot(normal, dv);
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float32 impulse = -invK * Cdot;
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float32 impulse = invK * (-Cdot + vc->velocityBias);
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float32 oldImpulse = vc->normalImpulse;
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vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
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@ -644,10 +707,103 @@ void b3ClothSolver::StoreImpulses()
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for (u32 i = 0; i < m_contactCount; ++i)
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{
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b3BodyContact* c = m_contacts[i];
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b3ClothContactVelocityConstraint* vc = m_velocityConstraints + i;
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b3ClothSolverContactVelocityConstraint* vc = m_velocityConstraints + i;
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c->normalImpulse = vc->normalImpulse;
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c->tangentImpulse = vc->tangentImpulse;
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c->motorImpulse = vc->motorImpulse;
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}
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}
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struct b3ClothSolverContactSolverPoint
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{
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void Initialize(const b3ClothSolverContactPositionConstraint* pc, const b3Transform& xfA, const b3Transform& xfB)
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{
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normal = b3Mul(xfA.rotation, pc->localNormalA);
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b3Vec3 c1 = b3Mul(xfA, pc->localPointA);
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b3Vec3 c2 = b3Mul(xfB, pc->localPointB);
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point = c2;
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separation = b3Dot(c2 - c1, normal) - pc->radiusA - pc->radiusB;
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}
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b3Vec3 normal;
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b3Vec3 point;
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float32 separation;
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};
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bool b3ClothSolver::SolvePositionConstraints()
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{
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b3DenseVec3& x = *m_solverData.v;
|
||||
|
||||
float32 minSeparation = 0.0f;
|
||||
|
||||
for (u32 i = 0; i < m_contactCount; ++i)
|
||||
{
|
||||
b3ClothSolverContactPositionConstraint* pc = m_positionConstraints + i;
|
||||
|
||||
u32 indexA = pc->indexA;
|
||||
float32 mA = pc->invMassA;
|
||||
b3Mat33 iA = pc->invIA;
|
||||
b3Vec3 localCenterA = pc->localCenterA;
|
||||
|
||||
b3Body* bodyB = pc->bodyB;
|
||||
float32 mB = pc->invMassB;
|
||||
b3Mat33 iB = pc->invIB;
|
||||
b3Vec3 localCenterB = pc->localCenterB;
|
||||
|
||||
b3Vec3 cA = x[indexA];
|
||||
b3Quat qA; qA.SetIdentity();
|
||||
|
||||
b3Vec3 cB = bodyB->m_sweep.worldCenter;
|
||||
b3Quat qB = bodyB->m_sweep.orientation;
|
||||
|
||||
// Solve normal constraint
|
||||
b3Transform xfA;
|
||||
xfA.rotation = b3QuatMat33(qA);
|
||||
xfA.position = cA - b3Mul(xfA.rotation, localCenterA);
|
||||
|
||||
b3Transform xfB;
|
||||
xfB.rotation = b3QuatMat33(qB);
|
||||
xfB.position = cB - b3Mul(xfB.rotation, localCenterB);
|
||||
|
||||
b3ClothSolverContactSolverPoint cpcp;
|
||||
cpcp.Initialize(pc, xfA, xfB);
|
||||
|
||||
b3Vec3 normal = cpcp.normal;
|
||||
b3Vec3 point = cpcp.point;
|
||||
float32 separation = cpcp.separation;
|
||||
|
||||
// Update max constraint error.
|
||||
minSeparation = b3Min(minSeparation, separation);
|
||||
|
||||
// Allow some slop and prevent large corrections.
|
||||
float32 C = b3Clamp(B3_BAUMGARTE * (separation + B3_LINEAR_SLOP), -B3_MAX_LINEAR_CORRECTION, 0.0f);
|
||||
|
||||
// Compute effective mass.
|
||||
b3Vec3 rA = point - cA;
|
||||
b3Vec3 rB = point - cB;
|
||||
|
||||
b3Vec3 rnA = b3Cross(rA, normal);
|
||||
b3Vec3 rnB = b3Cross(rB, normal);
|
||||
float32 K = mA + mB + b3Dot(rnA, iA * rnA) + b3Dot(rnB, iB * rnB);
|
||||
|
||||
// Compute normal impulse.
|
||||
float32 impulse = K > 0.0f ? -C / K : 0.0f;
|
||||
b3Vec3 P = impulse * normal;
|
||||
|
||||
cA -= mA * P;
|
||||
qA -= b3Derivative(qA, iA * b3Cross(rA, P));
|
||||
qA.Normalize();
|
||||
|
||||
cB += mB * P;
|
||||
qB += b3Derivative(qB, iB * b3Cross(rB, P));
|
||||
qB.Normalize();
|
||||
|
||||
x[indexA] = cA;
|
||||
|
||||
bodyB->m_sweep.worldCenter = cB;
|
||||
bodyB->m_sweep.orientation = qB;
|
||||
}
|
||||
|
||||
return minSeparation >= -3.0f * B3_LINEAR_SLOP;
|
||||
}
|
@ -22,9 +22,18 @@
|
||||
#include <bounce/dynamics/cloth/dense_vec3.h>
|
||||
#include <bounce/dynamics/cloth/sparse_sym_mat33.h>
|
||||
|
||||
void b3FrictionForce::Apply(const b3ClothSolverData* data)
|
||||
void b3BodyContactWorldPoint::Initialize(const b3BodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB)
|
||||
{
|
||||
// TODO
|
||||
b3Vec3 nA = xfA.rotation * c->localNormal1;
|
||||
b3Vec3 cA = xfA * c->localPoint1;
|
||||
b3Vec3 cB = xfB * c->localPoint2;
|
||||
|
||||
b3Vec3 pA = cA + rA * nA;
|
||||
b3Vec3 pB = cB - rB * nA;
|
||||
|
||||
point = 0.5f * (pA + pB);
|
||||
normal = nA;
|
||||
separation = b3Dot(cB - cA, nA) - rA - rB;
|
||||
}
|
||||
|
||||
b3Particle::b3Particle(const b3ParticleDef& def, b3Cloth* cloth)
|
||||
|
Loading…
x
Reference in New Issue
Block a user