add FractureDemo to AllBulletDemos
improvements in CCD handling some cleanup of CcdPhysicsDemo and BasicDemo
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@@ -68,9 +68,53 @@ void btContactConstraint::buildJacobian()
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#include "LinearMath/btMinMax.h"
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#include "BulletCollision/NarrowPhaseCollision/btManifoldPoint.h"
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#define ASSERT2 btAssert
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#define USE_INTERNAL_APPLY_IMPULSE 1
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//response between two dynamic objects without friction, assuming 0 penetration depth
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btScalar resolveSingleCollision(
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btRigidBody* body1,
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btCollisionObject* colObj2,
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const btVector3& contactPositionWorld,
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const btVector3& contactNormalOnB,
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const btContactSolverInfo& solverInfo,
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btScalar distance)
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{
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btRigidBody* body2 = btRigidBody::upcast(colObj2);
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const btVector3& normal = contactNormalOnB;
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btVector3 rel_pos1 = contactPositionWorld - body1->getWorldTransform().getOrigin();
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btVector3 rel_pos2 = contactPositionWorld - colObj2->getWorldTransform().getOrigin();
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btVector3 vel1 = body1->getVelocityInLocalPoint(rel_pos1);
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btVector3 vel2 = body2? body2->getVelocityInLocalPoint(rel_pos2) : btVector3(0,0,0);
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btVector3 vel = vel1 - vel2;
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btScalar rel_vel;
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rel_vel = normal.dot(vel);
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btScalar combinedRestitution = body1->getRestitution() * colObj2->getRestitution();
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btScalar restitution = combinedRestitution* -rel_vel;
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btScalar positionalError = solverInfo.m_erp *-distance /solverInfo.m_timeStep ;
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btScalar velocityError = -(1.0f + restitution) * rel_vel;// * damping;
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btScalar denom0 = body1->computeImpulseDenominator(contactPositionWorld,normal);
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btScalar denom1 = body2? body2->computeImpulseDenominator(contactPositionWorld,normal) : 0.f;
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btScalar relaxation = 1.f;
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btScalar jacDiagABInv = relaxation/(denom0+denom1);
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btScalar penetrationImpulse = positionalError * jacDiagABInv;
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btScalar velocityImpulse = velocityError * jacDiagABInv;
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btScalar normalImpulse = penetrationImpulse+velocityImpulse;
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normalImpulse = 0.f > normalImpulse ? 0.f: normalImpulse;
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body1->applyImpulse(normal*(normalImpulse), rel_pos1);
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if (body2)
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body2->applyImpulse(-normal*(normalImpulse), rel_pos2);
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return normalImpulse;
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}
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//bilateral constraint between two dynamic objects
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@@ -83,7 +127,7 @@ void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
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btScalar normalLenSqr = normal.length2();
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ASSERT2(btFabs(normalLenSqr) < btScalar(1.1));
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btAssert(btFabs(normalLenSqr) < btScalar(1.1));
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if (normalLenSqr > btScalar(1.1))
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{
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impulse = btScalar(0.);
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@@ -57,6 +57,9 @@ public:
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};
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///very basic collision resolution without friction
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btScalar resolveSingleCollision(btRigidBody* body1, class btCollisionObject* colObj2, const btVector3& contactPositionWorld,const btVector3& contactNormalOnB, const struct btContactSolverInfo& solverInfo,btScalar distance);
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///resolveSingleBilateral is an obsolete methods used for vehicle friction between two dynamic objects
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void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
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