Calculate center of mass for convex meshes
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parent
8cefc48049
commit
76f3b9ef75
@ -6,11 +6,13 @@ import "core:math"
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import lg "core:math/linalg"
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import "core:os/os2"
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import "core:strconv"
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import "game:debug"
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import "game:halfedge"
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import "game:physics/bvh"
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import "game:physics/collision"
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import "libs:tracy"
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import rl "vendor:raylib"
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import "vendor:raylib/rlgl"
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Loaded_Texture :: struct {
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texture: rl.Texture2D,
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@ -31,7 +33,8 @@ Loaded_BVH :: struct {
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}
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Loaded_Convex :: struct {
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mesh: collision.Convex,
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mesh: collision.Convex,
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center_of_mass: rl.Vector3,
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}
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destroy_loaded_bvh :: proc(loaded_bvh: Loaded_BVH) {
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@ -295,26 +298,37 @@ get_convex :: proc(assetman: ^Asset_Manager, path: cstring) -> (result: Loaded_C
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i1, i2, i3 := indices[0], indices[1], indices[2]
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v1, v2, v3 := vertices[i1].pos, vertices[i2].pos, vertices[i3].pos
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collision.plane_from_point_normal(
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plane = collision.plane_from_point_normal(
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v1,
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lg.normalize0(lg.cross(v2 - v1, v3 - v1)),
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)
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}
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face.normal = plane.normal
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for index in indices[3:] {
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assert(
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abs(collision.signed_distance_plane(vertices[index].pos, plane)) < 0.00001,
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"mesh has non planar faces",
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)
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}
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// for index in indices[3:] {
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// assert(
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// abs(collision.signed_distance_plane(vertices[index].pos, plane)) < 0.01,
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// "mesh has non planar faces",
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// )
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// }
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// first_vert_pos := vertices[indices[0]].pos
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for i in 0 ..< len(indices) {
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edge_idx := halfedge.Edge_Index(first_edge_idx + i)
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prev_edge_relative := i == 0 ? len(indices) - 1 : i - 1
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next_edge_relative := (i + 1) % len(indices)
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i1, i2 := indices[i], indices[next_edge_relative]
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v1 := &vertices[i1]
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v1, _ := &vertices[i1], &vertices[i2]
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// assert(
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// lg.dot(
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// lg.cross(v1.pos - first_vert_pos, v2.pos - first_vert_pos),
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// plane.normal,
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// ) >=
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// 0,
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// "non convex face or non ccw winding",
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// )
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if v1.edge == -1 {
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v1.edge = edge_idx
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@ -348,7 +362,78 @@ get_convex :: proc(assetman: ^Asset_Manager, path: cstring) -> (result: Loaded_C
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center /= f32(len(vertices))
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return {mesh = {vertices = vertices[:], edges = edges[:], faces = faces[:], center = center}}
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center_of_mass: rl.Vector3
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mesh := halfedge.Half_Edge_Mesh {
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vertices = vertices[:],
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edges = edges[:],
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faces = faces[:],
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center = center,
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}
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// Center of mass calculation
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total_volume := f32(0.0)
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{
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rlgl.Begin(rlgl.TRIANGLES)
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rlgl.End()
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rlgl.EnableWireMode()
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defer rlgl.DisableWireMode()
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tri_idx := 0
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for face_idx in 0 ..< len(faces) {
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face := faces[face_idx]
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// for all triangles
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it := halfedge.iterator_face_edges(mesh, halfedge.Face_Index(face_idx))
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i := 0
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tri: [3]rl.Vector3
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for edge in halfedge.iterate_next_edge(&it) {
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switch i {
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case 0 ..< 3:
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tri[i] = mesh.vertices[edge.origin].pos
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case:
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tri[1] = tri[2]
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tri[2] = mesh.vertices[edge.origin].pos
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}
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if i >= 2 {
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plane := collision.plane_from_point_normal(tri[0], -face.normal)
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h := max(0, collision.signed_distance_plane(center, plane))
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tri_area :=
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lg.dot(lg.cross(tri[1] - tri[0], tri[2] - tri[0]), face.normal) * 0.5
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tetra_volume := 1.0 / 3.0 * tri_area * h
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total_volume += tetra_volume
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tetra_centroid := (tri[0] + tri[1] + tri[2] + center) * 0.25
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center_of_mass += tetra_volume * tetra_centroid
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tri_idx += 1
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}
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i += 1
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}
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}
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}
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assert(total_volume > 0, "degenerate convex hull")
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center_of_mass /= total_volume
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return {mesh = mesh, center_of_mass = center_of_mass}
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}
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debug_draw_tetrahedron_wires :: proc(tri: [3]rl.Vector3, p: rl.Vector3, color: rl.Color) {
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rlgl.Begin(rlgl.LINES)
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defer rlgl.End()
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debug.rlgl_color(color)
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debug.rlgl_vertex3v2(tri[0], tri[1])
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debug.rlgl_vertex3v2(tri[1], tri[2])
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debug.rlgl_vertex3v2(tri[2], tri[0])
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debug.rlgl_vertex3v2(tri[0], p)
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debug.rlgl_vertex3v2(tri[1], p)
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debug.rlgl_vertex3v2(tri[2], p)
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}
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shutdown :: proc(assetman: ^Asset_Manager) {
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@ -35,6 +35,11 @@ rlgl_vertex3v :: proc(v: rl.Vector3) {
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rlgl.Vertex3f(v.x, v.y, v.z)
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}
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rlgl_vertex3v2 :: proc(v1, v2: rl.Vector3) {
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rlgl_vertex3v(v1)
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rlgl_vertex3v(v2)
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}
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@(deferred_none = rlgl_transform_scope_end)
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rlgl_transform_scope :: proc(mat: rl.Matrix) {
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mat := mat
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@ -555,6 +555,8 @@ draw :: proc() {
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car_convex := assets.get_convex(&g_mem.assetman, "assets/car_convex.obj")
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halfedge.debug_draw_mesh_wires(car_convex.mesh, rl.RED)
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rl.DrawSphereWires(car_convex.mesh.center, 0.5, 8, 8, rl.BLUE)
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rl.DrawSphereWires(car_convex.center_of_mass, 0.5, 8, 8, rl.RED)
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box1_convex := collision.box_to_convex(box1, context.temp_allocator)
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box2_convex := collision.box_to_convex(box2, context.temp_allocator)
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@ -5,6 +5,7 @@ import "core:fmt"
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import "core:math"
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import lg "core:math/linalg"
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import "game:halfedge"
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import "libs:tracy"
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import rl "vendor:raylib"
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_ :: math
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@ -83,6 +84,8 @@ Contact_Pair :: struct {
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}
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simulate_step :: proc(scene: ^Scene, config: Solver_Config) {
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tracy.Zone()
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body_states := make([]Body_Sim_State, len(scene.bodies), context.temp_allocator)
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scene.contact_pairs_len = 0
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@ -124,126 +127,141 @@ simulate_step :: proc(scene: ^Scene, config: Solver_Config) {
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}
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handled_pairs := make_map(map[Body_Pair]bool, context.temp_allocator)
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for _, i in scene.bodies {
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body := &scene.bodies_slice[i]
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if body.alive {
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for _, j in scene.bodies {
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body2 := &scene.bodies_slice[j]
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{
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tracy.ZoneN("simulate_step::collisions")
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if i != j && body2.alive && !handled_pairs[{a = min(i, j), b = max(i, j)}] {
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s1, s2 := body.shape.(Shape_Box), body2.shape.(Shape_Box)
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for _, i in scene.bodies {
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body := &scene.bodies_slice[i]
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if body.alive {
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for _, j in scene.bodies {
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body2 := &scene.bodies_slice[j]
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box1 := collision.box_to_convex(
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collision.Box{rad = s1.size * 0.5},
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context.temp_allocator,
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)
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box2 := collision.box_to_convex(
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collision.Box{rad = s2.size * 0.5},
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context.temp_allocator,
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)
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if i != j &&
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body2.alive &&
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!handled_pairs[{a = min(i, j), b = max(i, j)}] {
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s1, s2 := body.shape.(Shape_Box), body2.shape.(Shape_Box)
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mat1 := lg.matrix4_translate(body.x) * lg.matrix4_from_quaternion(body.q)
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mat2 := lg.matrix4_translate(body2.x) * lg.matrix4_from_quaternion(body2.q)
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box1 := collision.box_to_convex(
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collision.Box{rad = s1.size * 0.5},
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context.temp_allocator,
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)
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box2 := collision.box_to_convex(
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collision.Box{rad = s2.size * 0.5},
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context.temp_allocator,
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)
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halfedge.transform_mesh(&box1, mat1)
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halfedge.transform_mesh(&box2, mat2)
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mat1 :=
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lg.matrix4_translate(body.x) * lg.matrix4_from_quaternion(body.q)
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mat2 :=
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lg.matrix4_translate(body2.x) * lg.matrix4_from_quaternion(body2.q)
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// Raw manifold has contact points in world space
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raw_manifold, collision := collision.convex_vs_convex_sat(box1, box2)
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halfedge.transform_mesh(&box1, mat1)
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halfedge.transform_mesh(&box2, mat2)
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if collision {
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contact_pair := &scene.contact_pairs[scene.contact_pairs_len]
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contact_pair^ = Contact_Pair {
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a = Body_Handle(i + 1),
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b = Body_Handle(j + 1),
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manifold = raw_manifold,
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}
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scene.contact_pairs_len += 1
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manifold := &contact_pair.manifold
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// Raw manifold has contact points in world space
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raw_manifold, collision := collision.convex_vs_convex_sat(box1, box2)
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// Convert manifold contact from world to local space
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for point_idx in 0 ..< manifold.points_len {
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manifold.points_a[point_idx] = body_world_to_local(
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body,
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manifold.points_a[point_idx],
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)
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manifold.points_b[point_idx] = body_world_to_local(
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body2,
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manifold.points_b[point_idx],
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)
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}
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for point_idx in 0 ..< manifold.points_len {
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p1, p2 :=
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manifold.points_a[point_idx], manifold.points_b[point_idx]
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p1, p2 =
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body_local_to_world(body, p1), body_local_to_world(body2, p2)
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separation := min(lg.dot(p2 - p1, manifold.normal), 0)
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handled_pairs[{a = min(i, j), b = max(i, j)}] = true
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lambda_norm, corr1, corr2, ok := calculate_constraint_params2(
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dt,
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body,
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body2,
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0,
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separation,
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-manifold.normal,
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p1,
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p2,
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)
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contact_pair.lambda_normal[point_idx] = lambda_norm
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if ok {
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apply_correction(body, corr1, p1)
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apply_correction(body2, corr2, p2)
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if collision {
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contact_pair := &scene.contact_pairs[scene.contact_pairs_len]
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contact_pair^ = Contact_Pair {
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a = Body_Handle(i + 1),
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b = Body_Handle(j + 1),
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manifold = raw_manifold,
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}
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scene.contact_pairs_len += 1
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manifold := &contact_pair.manifold
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// Static friction
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if ok {
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// Convert manifold contact from world to local space
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for point_idx in 0 ..< manifold.points_len {
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manifold.points_a[point_idx] = body_world_to_local(
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body,
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manifold.points_a[point_idx],
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)
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manifold.points_b[point_idx] = body_world_to_local(
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body2,
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manifold.points_b[point_idx],
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)
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}
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for point_idx in 0 ..< manifold.points_len {
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p1, p2 :=
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manifold.points_a[point_idx], manifold.points_b[point_idx]
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p1, p2 =
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body_local_to_world(body, manifold.points_a[point_idx]),
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body_local_to_world(body2, manifold.points_b[point_idx])
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prev_p1 :=
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body_states[i].prev_x +
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lg.quaternion_mul_vector3(
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body_states[i].prev_q,
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manifold.points_a[point_idx],
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)
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prev_p2 :=
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body_states[j].prev_x +
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lg.quaternion_mul_vector3(
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body_states[j].prev_q,
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manifold.points_b[point_idx],
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)
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body_local_to_world(body, p1),
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body_local_to_world(body2, p2)
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delta_p := (p2 - prev_p2) - (p1 - prev_p1)
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delta_p_tangent_norm :=
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delta_p -
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lg.dot(manifold.normal, delta_p) * manifold.normal
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delta_p_tangent_len := lg.length(delta_p_tangent_norm)
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separation := min(lg.dot(p2 - p1, manifold.normal), 0)
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if delta_p_tangent_len > 0 {
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delta_p_tangent_norm /= delta_p_tangent_len
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handled_pairs[{a = min(i, j), b = max(i, j)}] = true
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lambda_tangent, corr1_tangent, corr2_tangent, ok_tangent :=
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calculate_constraint_params2(
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dt,
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lambda_norm, corr1, corr2, ok := calculate_constraint_params2(
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dt,
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body,
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body2,
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0,
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separation,
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-manifold.normal,
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p1,
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p2,
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)
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contact_pair.lambda_normal[point_idx] = lambda_norm
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if ok {
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apply_correction(body, corr1, p1)
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apply_correction(body2, corr2, p2)
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}
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// Static friction
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if ok {
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p1, p2 =
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body_local_to_world(
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body,
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manifold.points_a[point_idx],
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),
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body_local_to_world(
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body2,
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0,
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-delta_p_tangent_len,
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delta_p_tangent_norm,
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p1,
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p2,
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manifold.points_b[point_idx],
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)
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prev_p1 :=
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body_states[i].prev_x +
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lg.quaternion_mul_vector3(
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body_states[i].prev_q,
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manifold.points_a[point_idx],
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)
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prev_p2 :=
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body_states[j].prev_x +
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lg.quaternion_mul_vector3(
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body_states[j].prev_q,
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manifold.points_b[point_idx],
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)
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contact_pair.lambda_tangent[point_idx] = lambda_tangent
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STATIC_FRICTION :: 0.3
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if ok_tangent &&
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lambda_tangent < lambda_norm * STATIC_FRICTION {
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apply_correction(body, corr1_tangent, p1)
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apply_correction(body2, corr2_tangent, p2)
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delta_p := (p2 - prev_p2) - (p1 - prev_p1)
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delta_p_tangent_norm :=
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delta_p -
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lg.dot(manifold.normal, delta_p) * manifold.normal
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delta_p_tangent_len := lg.length(delta_p_tangent_norm)
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if delta_p_tangent_len > 0 {
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delta_p_tangent_norm /= delta_p_tangent_len
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lambda_tangent, corr1_tangent, corr2_tangent, ok_tangent :=
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calculate_constraint_params2(
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dt,
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body,
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body2,
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0,
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-delta_p_tangent_len,
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delta_p_tangent_norm,
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p1,
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p2,
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)
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contact_pair.lambda_tangent[point_idx] = lambda_tangent
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STATIC_FRICTION :: 0.3
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if ok_tangent &&
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lambda_tangent < lambda_norm * STATIC_FRICTION {
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apply_correction(body, corr1_tangent, p1)
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apply_correction(body2, corr2_tangent, p2)
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}
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}
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}
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}
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@ -254,79 +272,89 @@ simulate_step :: proc(scene: ^Scene, config: Solver_Config) {
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}
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}
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for &v in scene.suspension_constraints {
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if v.alive {
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body := get_body(scene, v.body)
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{
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tracy.ZoneN("simulate_step::suspension_constraints")
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pos := body_local_to_world(body, v.rel_pos)
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dir := body_local_to_world_vec(body, v.rel_dir)
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pos2 := pos + dir * v.rest
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v.hit_t, v.hit_point, v.hit = collision.intersect_segment_plane(
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{pos, pos2},
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collision.plane_from_point_normal({}, collision.Vec3{0, 1, 0}),
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)
|
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if v.hit {
|
||||
corr := pos - v.hit_point
|
||||
distance := lg.length(corr)
|
||||
corr = corr / distance if distance > 0 else 0
|
||||
for &v in scene.suspension_constraints {
|
||||
if v.alive {
|
||||
body := get_body(scene, v.body)
|
||||
|
||||
_ = apply_constraint_correction_unilateral(
|
||||
dt,
|
||||
body,
|
||||
v.compliance,
|
||||
error = distance - v.rest,
|
||||
error_gradient = corr,
|
||||
pos = pos,
|
||||
other_combined_inv_mass = 0,
|
||||
pos := body_local_to_world(body, v.rel_pos)
|
||||
dir := body_local_to_world_vec(body, v.rel_dir)
|
||||
pos2 := pos + dir * v.rest
|
||||
v.hit_t, v.hit_point, v.hit = collision.intersect_segment_plane(
|
||||
{pos, pos2},
|
||||
collision.plane_from_point_normal({}, collision.Vec3{0, 1, 0}),
|
||||
)
|
||||
if v.hit {
|
||||
corr := pos - v.hit_point
|
||||
distance := lg.length(corr)
|
||||
corr = corr / distance if distance > 0 else 0
|
||||
|
||||
_ = apply_constraint_correction_unilateral(
|
||||
dt,
|
||||
body,
|
||||
v.compliance,
|
||||
error = distance - v.rest,
|
||||
error_gradient = corr,
|
||||
pos = pos,
|
||||
other_combined_inv_mass = 0,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
solve_velocities(scene, body_states, inv_dt)
|
||||
|
||||
for &pair in scene.contact_pairs[:scene.contact_pairs_len] {
|
||||
manifold := &pair.manifold
|
||||
body1 := get_body(scene, pair.a)
|
||||
body2 := get_body(scene, pair.b)
|
||||
{
|
||||
tracy.ZoneN("simulate_step::collision_velocities")
|
||||
|
||||
for point_idx in 0 ..< pair.manifold.points_len {
|
||||
p1, p2 :=
|
||||
body_local_to_world(body1, manifold.points_a[point_idx]),
|
||||
body_local_to_world(body2, manifold.points_b[point_idx])
|
||||
r1, r2 := p1 - body1.x, p2 - body2.x
|
||||
v1 := body_velocity_at_point(body1, p1)
|
||||
v2 := body_velocity_at_point(body2, p2)
|
||||
for &pair in scene.contact_pairs[:scene.contact_pairs_len] {
|
||||
manifold := &pair.manifold
|
||||
body1 := get_body(scene, pair.a)
|
||||
body2 := get_body(scene, pair.b)
|
||||
|
||||
v := v1 - v2
|
||||
v_normal := lg.dot(manifold.normal, v) * manifold.normal
|
||||
v_tangent := v - v_normal
|
||||
for point_idx in 0 ..< pair.manifold.points_len {
|
||||
p1, p2 :=
|
||||
body_local_to_world(body1, manifold.points_a[point_idx]),
|
||||
body_local_to_world(body2, manifold.points_b[point_idx])
|
||||
r1, r2 := p1 - body1.x, p2 - body2.x
|
||||
v1 := body_velocity_at_point(body1, p1)
|
||||
v2 := body_velocity_at_point(body2, p2)
|
||||
|
||||
DYNAMIC_FRICTION :: 0.1
|
||||
v_tangent_len := lg.length(v_tangent)
|
||||
if v_tangent_len > 0 {
|
||||
delta_v :=
|
||||
-(v_tangent / v_tangent_len) *
|
||||
min(
|
||||
dt * DYNAMIC_FRICTION * abs(pair.lambda_normal[point_idx] / (dt * dt)),
|
||||
v_tangent_len,
|
||||
)
|
||||
v := v1 - v2
|
||||
v_normal := lg.dot(manifold.normal, v) * manifold.normal
|
||||
v_tangent := v - v_normal
|
||||
|
||||
delta_v_norm := lg.normalize0(delta_v)
|
||||
DYNAMIC_FRICTION :: 0.1
|
||||
v_tangent_len := lg.length(v_tangent)
|
||||
if v_tangent_len > 0 {
|
||||
delta_v :=
|
||||
-(v_tangent / v_tangent_len) *
|
||||
min(
|
||||
dt *
|
||||
DYNAMIC_FRICTION *
|
||||
abs(pair.lambda_normal[point_idx] / (dt * dt)),
|
||||
v_tangent_len,
|
||||
)
|
||||
|
||||
w1, w2 :=
|
||||
get_body_inverse_mass(body1, delta_v_norm, p1),
|
||||
get_body_inverse_mass(body2, delta_v_norm, p2)
|
||||
delta_v_norm := lg.normalize0(delta_v)
|
||||
|
||||
w := w1 + w2
|
||||
if w != 0 {
|
||||
p := delta_v / w
|
||||
w1, w2 :=
|
||||
get_body_inverse_mass(body1, delta_v_norm, p1),
|
||||
get_body_inverse_mass(body2, delta_v_norm, p2)
|
||||
|
||||
body1.v += p * body1.inv_mass
|
||||
body2.v -= p * body2.inv_mass
|
||||
w := w1 + w2
|
||||
if w != 0 {
|
||||
p := delta_v / w
|
||||
|
||||
body1.w += multiply_inv_intertia(body1, lg.cross(r1, p))
|
||||
body2.w -= multiply_inv_intertia(body2, lg.cross(r2, p))
|
||||
body1.v += p * body1.inv_mass
|
||||
body2.v -= p * body2.inv_mass
|
||||
|
||||
body1.w += multiply_inv_intertia(body1, lg.cross(r1, p))
|
||||
body2.w -= multiply_inv_intertia(body2, lg.cross(r2, p))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Binary file not shown.
BIN
src_assets/car_convex.blend1
Normal file
BIN
src_assets/car_convex.blend1
Normal file
Binary file not shown.
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Reference in New Issue
Block a user