Small modifications
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@ -124,19 +124,22 @@ void ContactSolverSystem::initializeForIsland(uint islandIndex) {
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assert(!mBodyComponents.getIsEntityDisabled(externalManifold.bodyEntity1));
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assert(!mBodyComponents.getIsEntityDisabled(externalManifold.bodyEntity2));
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const uint body1Index = mRigidBodyComponents.getEntityIndex(externalManifold.bodyEntity1);
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const uint body2Index = mRigidBodyComponents.getEntityIndex(externalManifold.bodyEntity2);
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// Get the position of the two bodies
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const Vector3& x1 = mRigidBodyComponents.getCenterOfMassWorld(externalManifold.bodyEntity1);
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const Vector3& x2 = mRigidBodyComponents.getCenterOfMassWorld(externalManifold.bodyEntity2);
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const Vector3& x1 = mRigidBodyComponents.mCentersOfMassWorld[body1Index];
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const Vector3& x2 = mRigidBodyComponents.mCentersOfMassWorld[body2Index];
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// Initialize the internal contact manifold structure using the external
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// contact manifold
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new (mContactConstraints + mNbContactManifolds) ContactManifoldSolver();
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mContactConstraints[mNbContactManifolds].dynamicsComponentIndexBody1 = mRigidBodyComponents.getEntityIndex(body1->getEntity());
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mContactConstraints[mNbContactManifolds].dynamicsComponentIndexBody2 = mRigidBodyComponents.getEntityIndex(body2->getEntity());
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mContactConstraints[mNbContactManifolds].rigidBodyComponentIndexBody1 = body1Index;
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mContactConstraints[mNbContactManifolds].rigidBodyComponentIndexBody2 = body2Index;
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mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody1 = RigidBody::getInertiaTensorInverseWorld(mWorld, externalManifold.bodyEntity1);
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mContactConstraints[mNbContactManifolds].inverseInertiaTensorBody2 = RigidBody::getInertiaTensorInverseWorld(mWorld, externalManifold.bodyEntity2);
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mContactConstraints[mNbContactManifolds].massInverseBody1 = mRigidBodyComponents.getMassInverse(body1->getEntity());
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mContactConstraints[mNbContactManifolds].massInverseBody2 = mRigidBodyComponents.getMassInverse(body2->getEntity());
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mContactConstraints[mNbContactManifolds].massInverseBody1 = mRigidBodyComponents.mInverseMasses[body1Index];
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mContactConstraints[mNbContactManifolds].massInverseBody2 = mRigidBodyComponents.mInverseMasses[body2Index];
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mContactConstraints[mNbContactManifolds].nbContacts = externalManifold.nbContactPoints;
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mContactConstraints[mNbContactManifolds].frictionCoefficient = computeMixedFrictionCoefficient(body1, body2);
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mContactConstraints[mNbContactManifolds].rollingResistanceFactor = computeMixedRollingResistance(body1, body2);
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@ -146,10 +149,10 @@ void ContactSolverSystem::initializeForIsland(uint islandIndex) {
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mContactConstraints[mNbContactManifolds].frictionPointBody2.setToZero();
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// Get the velocities of the bodies
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const Vector3& v1 = mRigidBodyComponents.getLinearVelocity(externalManifold.bodyEntity1);
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const Vector3& w1 = mRigidBodyComponents.getAngularVelocity(externalManifold.bodyEntity1);
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const Vector3& v2 = mRigidBodyComponents.getLinearVelocity(externalManifold.bodyEntity2);
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const Vector3& w2 = mRigidBodyComponents.getAngularVelocity(externalManifold.bodyEntity2);
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const Vector3& v1 = mRigidBodyComponents.mLinearVelocities[body1Index];
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const Vector3& w1 = mRigidBodyComponents.mAngularVelocities[body1Index];
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const Vector3& v2 = mRigidBodyComponents.mLinearVelocities[body2Index];
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const Vector3& w2 = mRigidBodyComponents.mAngularVelocities[body2Index];
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// For each contact point of the contact manifold
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assert(externalManifold.nbContactPoints > 0);
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@ -350,22 +353,22 @@ void ContactSolverSystem::warmStart() {
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Vector3 impulsePenetration(mContactPoints[contactPointIndex].normal.x * mContactPoints[contactPointIndex].penetrationImpulse,
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mContactPoints[contactPointIndex].normal.y * mContactPoints[contactPointIndex].penetrationImpulse,
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mContactPoints[contactPointIndex].normal.z * mContactPoints[contactPointIndex].penetrationImpulse);
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * impulsePenetration.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * impulsePenetration.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * impulsePenetration.z;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * impulsePenetration.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * impulsePenetration.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * impulsePenetration.z;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactPoints[contactPointIndex].i1TimesR1CrossN.x * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactPoints[contactPointIndex].i1TimesR1CrossN.y * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactPoints[contactPointIndex].i1TimesR1CrossN.z * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactPoints[contactPointIndex].i1TimesR1CrossN.x * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactPoints[contactPointIndex].i1TimesR1CrossN.y * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactPoints[contactPointIndex].i1TimesR1CrossN.z * mContactPoints[contactPointIndex].penetrationImpulse;
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// Update the velocities of the body 2 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * impulsePenetration.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * impulsePenetration.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * impulsePenetration.z;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * impulsePenetration.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * impulsePenetration.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * impulsePenetration.z;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactPoints[contactPointIndex].i2TimesR2CrossN.x * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactPoints[contactPointIndex].i2TimesR2CrossN.y * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactPoints[contactPointIndex].i2TimesR2CrossN.z * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactPoints[contactPointIndex].i2TimesR2CrossN.x * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactPoints[contactPointIndex].i2TimesR2CrossN.y * mContactPoints[contactPointIndex].penetrationImpulse;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactPoints[contactPointIndex].i2TimesR2CrossN.z * mContactPoints[contactPointIndex].penetrationImpulse;
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}
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else { // If it is a new contact point
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@ -405,12 +408,12 @@ void ContactSolverSystem::warmStart() {
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mContactConstraints[c].r2CrossT1.z * mContactConstraints[c].friction1Impulse);
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].massInverseBody2 * linearImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].massInverseBody2 * linearImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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// ------ Second friction constraint at the center of the contact manifold ----- //
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@ -426,18 +429,18 @@ void ContactSolverSystem::warmStart() {
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angularImpulseBody2.z = mContactConstraints[c].r2CrossT2.z * mContactConstraints[c].friction2Impulse;
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.z;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.z;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
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// Update the velocities of the body 2 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.z;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.z;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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// ------ Twist friction constraint at the center of the contact manifold ------ //
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@ -451,10 +454,10 @@ void ContactSolverSystem::warmStart() {
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angularImpulseBody2.z = mContactConstraints[c].normal.z * mContactConstraints[c].frictionTwistImpulse;
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
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// Update the velocities of the body 2 by applying the impulse P
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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// ------ Rolling resistance at the center of the contact manifold ------ //
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@ -462,10 +465,10 @@ void ContactSolverSystem::warmStart() {
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angularImpulseBody2 = mContactConstraints[c].rollingResistanceImpulse;
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] -= mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] -= mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody2;
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
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}
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else { // If it is a new contact manifold
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@ -495,10 +498,10 @@ void ContactSolverSystem::solve() {
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decimal sumPenetrationImpulse = 0.0;
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// Get the constrained velocities
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const Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1];
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const Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1];
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const Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2];
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const Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2];
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const Vector3& v1 = mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1];
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const Vector3& w1 = mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1];
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const Vector3& v2 = mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2];
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const Vector3& w2 = mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2];
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for (short int i=0; i<mContactConstraints[c].nbContacts; i++) {
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mContactPoints[contactPointIndex].normal.z * deltaLambda);
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// Update the velocities of the body 1 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulse.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulse.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulse.z;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulse.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulse.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulse.z;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactPoints[contactPointIndex].i1TimesR1CrossN.x * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactPoints[contactPointIndex].i1TimesR1CrossN.y * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactPoints[contactPointIndex].i1TimesR1CrossN.z * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactPoints[contactPointIndex].i1TimesR1CrossN.x * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactPoints[contactPointIndex].i1TimesR1CrossN.y * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactPoints[contactPointIndex].i1TimesR1CrossN.z * deltaLambda;
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// Update the velocities of the body 2 by applying the impulse P
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulse.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulse.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulse.z;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulse.x;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulse.y;
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mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulse.z;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactPoints[contactPointIndex].i2TimesR2CrossN.x * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactPoints[contactPointIndex].i2TimesR2CrossN.y * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactPoints[contactPointIndex].i2TimesR2CrossN.z * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactPoints[contactPointIndex].i2TimesR2CrossN.x * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactPoints[contactPointIndex].i2TimesR2CrossN.y * deltaLambda;
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mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactPoints[contactPointIndex].i2TimesR2CrossN.z * deltaLambda;
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sumPenetrationImpulse += mContactPoints[contactPointIndex].penetrationImpulse;
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@ -563,10 +566,10 @@ void ContactSolverSystem::solve() {
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if (mIsSplitImpulseActive) {
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// Split impulse (position correction)
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const Vector3& v1Split = mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1];
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const Vector3& w1Split = mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1];
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const Vector3& v2Split = mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2];
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const Vector3& w2Split = mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2];
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const Vector3& v1Split = mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1];
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const Vector3& w1Split = mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1];
|
||||
const Vector3& v2Split = mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2];
|
||||
const Vector3& w2Split = mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2];
|
||||
|
||||
//Vector3 deltaVSplit = v2Split + w2Split.cross(mContactPoints[contactPointIndex].r2) - v1Split - w1Split.cross(mContactPoints[contactPointIndex].r1);
|
||||
Vector3 deltaVSplit(v2Split.x + w2Split.y * mContactPoints[contactPointIndex].r2.z - w2Split.z * mContactPoints[contactPointIndex].r2.y - v1Split.x -
|
||||
|
@ -591,22 +594,22 @@ void ContactSolverSystem::solve() {
|
|||
mContactPoints[contactPointIndex].normal.z * deltaLambdaSplit);
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulse.x;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulse.y;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulse.z;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulse.x;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulse.y;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulse.z;
|
||||
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactPoints[contactPointIndex].i1TimesR1CrossN.x * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactPoints[contactPointIndex].i1TimesR1CrossN.y * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactPoints[contactPointIndex].i1TimesR1CrossN.z * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactPoints[contactPointIndex].i1TimesR1CrossN.x * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactPoints[contactPointIndex].i1TimesR1CrossN.y * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactPoints[contactPointIndex].i1TimesR1CrossN.z * deltaLambdaSplit;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulse.x;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulse.y;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulse.z;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulse.x;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulse.y;
|
||||
mRigidBodyComponents.mSplitLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulse.z;
|
||||
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactPoints[contactPointIndex].i2TimesR2CrossN.x * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactPoints[contactPointIndex].i2TimesR2CrossN.y * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactPoints[contactPointIndex].i2TimesR2CrossN.z * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactPoints[contactPointIndex].i2TimesR2CrossN.x * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactPoints[contactPointIndex].i2TimesR2CrossN.y * deltaLambdaSplit;
|
||||
mRigidBodyComponents.mSplitAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactPoints[contactPointIndex].i2TimesR2CrossN.z * deltaLambdaSplit;
|
||||
}
|
||||
|
||||
contactPointIndex++;
|
||||
|
@ -647,18 +650,18 @@ void ContactSolverSystem::solve() {
|
|||
mContactConstraints[c].r2CrossT1.z * deltaLambda);
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.z;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.z;
|
||||
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
|
||||
|
||||
// Update the velocities of the body 2 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.z;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.z;
|
||||
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
|
||||
|
||||
// ------ Second friction constraint at the center of the contact manifol ----- //
|
||||
|
||||
|
@ -696,16 +699,16 @@ void ContactSolverSystem::solve() {
|
|||
angularImpulseBody2.z = mContactConstraints[c].r2CrossT2.z * deltaLambda;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.z;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1].z -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.z;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] += mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody1;
|
||||
|
||||
// Update the velocities of the body 2 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].dynamicsComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.z;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].x += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].y += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.y;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2].z += mContactConstraints[c].massInverseBody2 * linearImpulseBody2.z;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
|
||||
|
||||
// ------ Twist friction constraint at the center of the contact manifol ------ //
|
||||
|
||||
|
@ -728,10 +731,10 @@ void ContactSolverSystem::solve() {
|
|||
angularImpulseBody2.z = mContactConstraints[c].normal.z * deltaLambda;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] -= mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody2;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] -= mContactConstraints[c].inverseInertiaTensorBody1 * angularImpulseBody2;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * angularImpulseBody2;
|
||||
|
||||
// --------- Rolling resistance constraint at the center of the contact manifold --------- //
|
||||
|
||||
|
@ -749,10 +752,10 @@ void ContactSolverSystem::solve() {
|
|||
deltaLambdaRolling = mContactConstraints[c].rollingResistanceImpulse - lambdaTempRolling;
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody1] -= mContactConstraints[c].inverseInertiaTensorBody1 * deltaLambdaRolling;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody1] -= mContactConstraints[c].inverseInertiaTensorBody1 * deltaLambdaRolling;
|
||||
|
||||
// Update the velocities of the body 2 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].dynamicsComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * deltaLambdaRolling;
|
||||
mRigidBodyComponents.mConstrainedAngularVelocities[mContactConstraints[c].rigidBodyComponentIndexBody2] += mContactConstraints[c].inverseInertiaTensorBody2 * deltaLambdaRolling;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -176,10 +176,10 @@ class ContactSolverSystem {
|
|||
ContactManifold* externalContactManifold;
|
||||
|
||||
/// Index of body 1 in the dynamics components arrays
|
||||
uint32 dynamicsComponentIndexBody1;
|
||||
uint32 rigidBodyComponentIndexBody1;
|
||||
|
||||
/// Index of body 2 in the dynamics components arrays
|
||||
uint32 dynamicsComponentIndexBody2;
|
||||
uint32 rigidBodyComponentIndexBody2;
|
||||
|
||||
/// Inverse of the mass of body 1
|
||||
decimal massInverseBody1;
|
||||
|
|
Loading…
Reference in New Issue
Block a user