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@@ -86,7 +86,13 @@ Why create yet another physics engine? Firstly, it has been a personal learning
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* Internal pressure.
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* Internal pressure.
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* Collision with simulated rigid bodies.
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* Collision with simulated rigid bodies.
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* Collision tests against soft bodies.
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* Collision tests against soft bodies.
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-* A GPU based hair simulation.
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+* A strand based hair simulation running on GPU
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+ * System is based on Cosserad rods.
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+ * Can use long range attachment constraints to limit the stretch of hairs.
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+ * Supports simulation (guide) and render (follow) hairs.
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+ * Hair vs hair collision is handled by accumulating the average velocity in a grid and using those velocities to drive hairs.
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+ * Supports collision with the environment, although it only supports ConvexHull and CompoundShapes at the moment.
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+ * The roots of the hairs can be skinned to the scalp mesh.
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* Water buoyancy calculations.
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* Water buoyancy calculations.
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* An optional double precision mode that allows large worlds.
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* An optional double precision mode that allows large worlds.
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