Rotation locking: apply filter only to the world inertia properties to fix the multi-collider case.

This commit is contained in:
Crozet Sébastien
2021-01-21 14:58:40 +01:00
parent d69b5876f3
commit 8f330b2a00
25 changed files with 232 additions and 244 deletions

View File

@@ -21,10 +21,10 @@ pub(crate) struct FixedPositionConstraint {
impl FixedPositionConstraint {
pub fn from_params(rb1: &RigidBody, rb2: &RigidBody, cparams: &FixedJoint) -> Self {
let ii1 = rb1.world_inv_inertia_sqrt.squared();
let ii2 = rb2.world_inv_inertia_sqrt.squared();
let im1 = rb1.mass_properties.inv_mass;
let im2 = rb2.mass_properties.inv_mass;
let ii1 = rb1.effective_world_inv_inertia_sqrt.squared();
let ii2 = rb2.effective_world_inv_inertia_sqrt.squared();
let im1 = rb1.effective_inv_mass;
let im2 = rb2.effective_inv_mass;
let lin_inv_lhs = 1.0 / (im1 + im2);
let ang_inv_lhs = (ii1 + ii2).inverse();
@@ -111,8 +111,8 @@ impl FixedPositionGroundConstraint {
anchor1,
local_anchor2,
position2: rb2.active_set_offset,
im2: rb2.mass_properties.inv_mass,
ii2: rb2.world_inv_inertia_sqrt.squared(),
im2: rb2.effective_inv_mass,
ii2: rb2.effective_world_inv_inertia_sqrt.squared(),
local_com2: rb2.mass_properties.local_com,
impulse: 0.0,
}