Rotation locking: apply filter only to the world inertia properties to fix the multi-collider case.
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@@ -92,13 +92,13 @@ impl PrismaticVelocityConstraint {
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// simplifications of the computation without introducing
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// much instabilities.
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let im1 = rb1.mass_properties.inv_mass;
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let ii1 = rb1.world_inv_inertia_sqrt.squared();
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let im1 = rb1.effective_inv_mass;
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let ii1 = rb1.effective_world_inv_inertia_sqrt.squared();
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let r1 = anchor1 - rb1.world_com;
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let r1_mat = r1.gcross_matrix();
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let im2 = rb2.mass_properties.inv_mass;
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let ii2 = rb2.world_inv_inertia_sqrt.squared();
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let im2 = rb2.effective_inv_mass;
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let ii2 = rb2.effective_world_inv_inertia_sqrt.squared();
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let r2 = anchor2 - rb2.world_com;
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let r2_mat = r2.gcross_matrix();
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@@ -176,9 +176,9 @@ impl PrismaticVelocityConstraint {
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mj_lambda1: rb1.active_set_offset,
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mj_lambda2: rb2.active_set_offset,
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im1,
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ii1_sqrt: rb1.world_inv_inertia_sqrt,
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ii1_sqrt: rb1.effective_world_inv_inertia_sqrt,
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im2,
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ii2_sqrt: rb2.world_inv_inertia_sqrt,
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ii2_sqrt: rb2.effective_world_inv_inertia_sqrt,
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impulse: cparams.impulse * params.warmstart_coeff,
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limits_impulse: limits_impulse * params.warmstart_coeff,
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limits_forcedirs,
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@@ -388,8 +388,8 @@ impl PrismaticVelocityGroundConstraint {
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// simplifications of the computation without introducing
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// much instabilities.
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let im2 = rb2.mass_properties.inv_mass;
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let ii2 = rb2.world_inv_inertia_sqrt.squared();
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let im2 = rb2.effective_inv_mass;
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let ii2 = rb2.effective_world_inv_inertia_sqrt.squared();
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let r1 = anchor1 - rb1.world_com;
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let r2 = anchor2 - rb2.world_com;
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let r2_mat = r2.gcross_matrix();
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@@ -465,7 +465,7 @@ impl PrismaticVelocityGroundConstraint {
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joint_id,
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mj_lambda2: rb2.active_set_offset,
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im2,
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ii2_sqrt: rb2.world_inv_inertia_sqrt,
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ii2_sqrt: rb2.effective_world_inv_inertia_sqrt,
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impulse: cparams.impulse * params.warmstart_coeff,
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limits_impulse: limits_impulse * params.warmstart_coeff,
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basis1,
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