improved performance, and allowed custom friction and contact solver models. See CcdPhysicsDemo #define USER_DEFINED_FRICTION_MODEL
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@@ -19,6 +19,10 @@ subject to the following restrictions:
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#include "ConstraintSolver.h"
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class IDebugDraw;
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#include "ContactConstraint.h"
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/// SequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
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/// The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
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/// Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
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@@ -27,12 +31,29 @@ class SequentialImpulseConstraintSolver : public ConstraintSolver
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{
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float Solve(PersistentManifold* manifold, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer);
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float SolveFriction(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer);
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void PrepareConstraints(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,IDebugDraw* debugDrawer);
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ContactSolverFunc m_contactDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES];
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ContactSolverFunc m_frictionDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES];
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public:
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SequentialImpulseConstraintSolver();
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///Advanced: Override the default contact solving function for contacts, for certain types of rigidbody
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///See RigidBody::m_contactSolverType and RigidBody::m_frictionSolverType
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void SetContactSolverFunc(ContactSolverFunc func,int type0,int type1)
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{
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m_contactDispatch[type0][type1] = func;
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}
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///Advanced: Override the default friction solving function for contacts, for certain types of rigidbody
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///See RigidBody::m_contactSolverType and RigidBody::m_frictionSolverType
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void SetFrictionSolverFunc(ContactSolverFunc func,int type0,int type1)
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{
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m_frictionDispatch[type0][type1] = func;
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}
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virtual ~SequentialImpulseConstraintSolver() {}
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virtual float SolveGroup(PersistentManifold** manifold,int numManifolds,const ContactSolverInfo& info, IDebugDraw* debugDrawer=0);
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