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@@ -1259,7 +1259,6 @@ bool RigidShape::updateCollision(F32 dt)
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// Resolve collisions
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bool collided = resolveCollision(mRigid,mCollisionList, dt);
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- //resolveContacts(mRigid,mCollisionList,dt);
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return collided;
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}
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@@ -1357,72 +1356,6 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList, F32 dt)
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return collided;
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}
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-//----------------------------------------------------------------------------
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-/** Resolve contact forces
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-Resolve contact forces using the "penalty" method. Forces are generated based
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-on the depth of penetration and the moment of inertia at the point of contact.
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-*/
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-bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
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-{
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- PROFILE_SCOPE(RigidShape_resolveContacts);
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- // Use spring forces to manage contact constraints.
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- bool collided = false;
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- Point3F t,p(0,0,0),l(0,0,0);
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- for (S32 i = 0; i < cList.getCount(); i++)
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- {
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- const Collision& c = cList[i];
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- if (c.distance < mDataBlock->collisionTol)
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- {
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-
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- // Velocity into the surface
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- Point3F v,r;
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- ns.getOriginVector(c.point,&r);
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- ns.getVelocity(r,&v);
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- F32 vn = mDot(v,c.normal);
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-
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- // Only interested in velocities less than mDataBlock->contactTol,
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- // velocities greater than that are dealt with as collisions.
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- if (mFabs(vn) < mDataBlock->contactTol)
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- {
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- collided = true;
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-
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- // Penetration force. This is actually a spring which
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- // will seperate the body from the collision surface.
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- F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal) / dt);
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- F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
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- Point3F f = c.normal * s;
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-
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- // Friction impulse, calculated as a function of the
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- // amount of force it would take to stop the motion
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- // perpendicular to the normal.
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- Point3F uv = v - (c.normal * vn);
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- F32 ul = uv.len();
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- if (s > 0 && ul)
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- {
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- uv /= -ul;
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- F32 u = ul * ns.getZeroImpulse(r,uv) / dt;
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- s *= mRigid.friction;
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- if (u > s)
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- u = s;
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- f += uv * u;
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- }
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-
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- // Accumulate forces
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- p += f;
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- mCross(r,f,&t);
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- l += t;
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- }
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- }
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- }
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-
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- // Contact constraint forces act over time...
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- ns.linMomentum += p * dt;
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- ns.angMomentum += l * dt;
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- ns.updateVelocity();
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- return true;
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-}
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-
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-
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//----------------------------------------------------------------------------
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bool RigidShape::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
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