Fix merge conflicts
This commit is contained in:
commit
e4f7a8da26
|
@ -103,7 +103,7 @@ void RigidBodyComponents::allocate(uint32 nbComponentsToAllocate) {
|
|||
memcpy(newBodies, mRigidBodies, mNbComponents * sizeof(RigidBody*));
|
||||
memcpy(newIsAllowedToSleep, mIsAllowedToSleep, mNbComponents * sizeof(bool));
|
||||
memcpy(newIsSleeping, mIsSleeping, mNbComponents * sizeof(bool));
|
||||
memcpy(newSleepTimes, mSleepTimes, mNbComponents * sizeof(bool));
|
||||
memcpy(newSleepTimes, mSleepTimes, mNbComponents * sizeof(decimal));
|
||||
memcpy(newBodyTypes, mBodyTypes, mNbComponents * sizeof(BodyType));
|
||||
memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Vector3));
|
||||
memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Vector3));
|
||||
|
|
|
@ -521,8 +521,9 @@ void ContactSolverSystem::solve() {
|
|||
|
||||
// Compute the bias "b" of the constraint
|
||||
decimal biasPenetrationDepth = 0.0;
|
||||
if (mContactPoints[contactPointIndex].penetrationDepth > SLOP) biasPenetrationDepth = -(beta/mTimeStep) *
|
||||
std::max(0.0f, float(mContactPoints[contactPointIndex].penetrationDepth - SLOP));
|
||||
if (mContactPoints[contactPointIndex].penetrationDepth > SLOP) {
|
||||
biasPenetrationDepth = -(beta/mTimeStep) * std::max(0.0f, float(mContactPoints[contactPointIndex].penetrationDepth - SLOP));
|
||||
}
|
||||
decimal b = biasPenetrationDepth + mContactPoints[contactPointIndex].restitutionBias;
|
||||
|
||||
// Compute the Lagrange multiplier lambda
|
||||
|
@ -651,7 +652,6 @@ void ContactSolverSystem::solve() {
|
|||
mContactConstraints[c].r2CrossT1.y * deltaLambda,
|
||||
mContactConstraints[c].r2CrossT1.z * deltaLambda);
|
||||
|
||||
|
||||
// Update the velocities of the body 1 by applying the impulse P
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[rigidBody1Index].x -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.x * mContactConstraints[c].linearLockAxisFactorBody1.x;
|
||||
mRigidBodyComponents.mConstrainedLinearVelocities[rigidBody1Index].y -= mContactConstraints[c].massInverseBody1 * linearImpulseBody2.y * mContactConstraints[c].linearLockAxisFactorBody1.y;
|
||||
|
@ -796,10 +796,9 @@ void ContactSolverSystem::computeFrictionVectors(const Vector3& deltaVelocity, C
|
|||
assert(contact.normal.length() > decimal(0.0));
|
||||
|
||||
// Compute the velocity difference vector in the tangential plane
|
||||
const Vector3 normalVelocity(deltaVelocity.x * contact.normal.x * contact.normal.x,
|
||||
deltaVelocity.y * contact.normal.y * contact.normal.y,
|
||||
deltaVelocity.z * contact.normal.z * contact.normal.z);
|
||||
const Vector3 tangentVelocity(deltaVelocity.x - normalVelocity.x, deltaVelocity.y - normalVelocity.y,
|
||||
decimal deltaVDotNormal = deltaVelocity.dot(contact.normal);
|
||||
Vector3 normalVelocity = deltaVDotNormal * contact.normal;
|
||||
Vector3 tangentVelocity(deltaVelocity.x - normalVelocity.x, deltaVelocity.y - normalVelocity.y,
|
||||
deltaVelocity.z - normalVelocity.z);
|
||||
|
||||
// If the velocty difference in the tangential plane is not zero
|
||||
|
|
Loading…
Reference in New Issue
Block a user