add strain limiting to face contact to improve stability
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@@ -361,12 +361,32 @@ void btDeformableFaceRigidContactConstraint::applyImpulse(const btVector3& impul
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const btSoftBody::DeformableFaceRigidContact* contact = getContact();
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btVector3 dv = impulse * contact->m_c2;
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btSoftBody::Face* face = contact->m_face;
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if (face->m_n[0]->m_im > 0)
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face->m_n[0]->m_v -= dv * contact->m_weights[0];
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if (face->m_n[1]->m_im > 0)
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face->m_n[1]->m_v -= dv * contact->m_weights[1];
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if (face->m_n[2]->m_im > 0)
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face->m_n[2]->m_v -= dv * contact->m_weights[2];
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btVector3& v0 = face->m_n[0]->m_v;
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btVector3& v1 = face->m_n[1]->m_v;
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btVector3& v2 = face->m_n[2]->m_v;
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const btScalar& im0 = face->m_n[0]->m_im;
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const btScalar& im1 = face->m_n[1]->m_im;
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const btScalar& im2 = face->m_n[2]->m_im;
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if (im0 > 0)
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v0 -= dv * contact->m_weights[0];
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if (im1 > 0)
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v1 -= dv * contact->m_weights[1];
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if (im2 > 0)
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v2 -= dv * contact->m_weights[2];
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// apply strain limiting to prevent undamped modes
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btScalar m01 = (btScalar(1)/(im0 + im1));
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btScalar m02 = (btScalar(1)/(im0 + im2));
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btScalar m12 = (btScalar(1)/(im1 + im2));
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btVector3 dv0 = im0 * (m01 * (v1-v0) + m02 * (v2-v0));
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btVector3 dv1 = im1 * (m01 * (v0-v1) + m12 * (v2-v1));
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btVector3 dv2 = im2 * (m12 * (v1-v2) + m02 * (v0-v2));
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v0 += dv0;
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v1 += dv1;
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v2 += dv2;
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}
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/* ================ Face vs. Node =================== */
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@@ -482,16 +502,33 @@ void btDeformableFaceNodeContactConstraint::applyImpulse(const btVector3& impuls
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}
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btSoftBody::Face* face = contact->m_face;
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if (face->m_n[0]->m_im > 0)
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btVector3& v0 = face->m_n[0]->m_v;
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btVector3& v1 = face->m_n[1]->m_v;
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btVector3& v2 = face->m_n[2]->m_v;
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const btScalar& im0 = face->m_n[0]->m_im;
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const btScalar& im1 = face->m_n[1]->m_im;
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const btScalar& im2 = face->m_n[2]->m_im;
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if (im0 > 0)
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{
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face->m_n[0]->m_v -= dvb * contact->m_weights[0];
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v0 -= dvb * contact->m_weights[0];
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}
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if (face->m_n[1]->m_im > 0)
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if (im1 > 0)
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{
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face->m_n[1]->m_v -= dvb * contact->m_weights[1];
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v1 -= dvb * contact->m_weights[1];
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}
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if (face->m_n[2]->m_im > 0)
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if (im2 > 0)
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{
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face->m_n[2]->m_v -= dvb * contact->m_weights[2];
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v2 -= dvb * contact->m_weights[2];
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}
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// todo: Face node constraints needs more work
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// btScalar m01 = (btScalar(1)/(im0 + im1));
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// btScalar m02 = (btScalar(1)/(im0 + im2));
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// btScalar m12 = (btScalar(1)/(im1 + im2));
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//
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// btVector3 dv0 = im0 * (m01 * (v1-v0) + m02 * (v2-v0));
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// btVector3 dv1 = im1 * (m01 * (v0-v1) + m12 * (v2-v1));
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// btVector3 dv2 = im2 * (m12 * (v1-v2) + m02 * (v0-v2));
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// v0 += dv0;
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// v1 += dv1;
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// v2 += dv2;
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}
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