Fix constraints resolution with non-identity relative collider position.
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@@ -72,6 +72,9 @@ impl WVelocityConstraint {
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let rbs1 = array![|ii| &bodies[manifolds[ii].body_pair.body1]; SIMD_WIDTH];
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let rbs2 = array![|ii| &bodies[manifolds[ii].body_pair.body2]; SIMD_WIDTH];
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let delta1 = Isometry::from(array![|ii| manifolds[ii].delta1; SIMD_WIDTH]);
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let delta2 = Isometry::from(array![|ii| manifolds[ii].delta2; SIMD_WIDTH]);
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let im1 = SimdFloat::from(array![|ii| rbs1[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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let ii1: AngularInertia<SimdFloat> =
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AngularInertia::from(array![|ii| rbs1[ii].world_inv_inertia_sqrt; SIMD_WIDTH]);
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@@ -79,7 +82,7 @@ impl WVelocityConstraint {
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let linvel1 = Vector::from(array![|ii| rbs1[ii].linvel; SIMD_WIDTH]);
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let angvel1 = AngVector::<SimdFloat>::from(array![|ii| rbs1[ii].angvel; SIMD_WIDTH]);
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let position1 = Isometry::from(array![|ii| rbs1[ii].position; SIMD_WIDTH]);
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let pos1 = Isometry::from(array![|ii| rbs1[ii].position; SIMD_WIDTH]);
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let world_com1 = Point::from(array![|ii| rbs1[ii].world_com; SIMD_WIDTH]);
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let im2 = SimdFloat::from(array![|ii| rbs2[ii].mass_properties.inv_mass; SIMD_WIDTH]);
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@@ -89,10 +92,13 @@ impl WVelocityConstraint {
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let linvel2 = Vector::from(array![|ii| rbs2[ii].linvel; SIMD_WIDTH]);
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let angvel2 = AngVector::<SimdFloat>::from(array![|ii| rbs2[ii].angvel; SIMD_WIDTH]);
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let position2 = Isometry::from(array![|ii| rbs2[ii].position; SIMD_WIDTH]);
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let pos2 = Isometry::from(array![|ii| rbs2[ii].position; SIMD_WIDTH]);
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let world_com2 = Point::from(array![|ii| rbs2[ii].world_com; SIMD_WIDTH]);
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let force_dir1 = position1 * -Vector::from(array![|ii| manifolds[ii].local_n1; SIMD_WIDTH]);
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let coll_pos1 = pos1 * delta1;
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let coll_pos2 = pos2 * delta2;
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let force_dir1 = coll_pos1 * -Vector::from(array![|ii| manifolds[ii].local_n1; SIMD_WIDTH]);
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let mj_lambda1 = array![|ii| rbs1[ii].active_set_offset; SIMD_WIDTH];
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let mj_lambda2 = array![|ii| rbs2[ii].active_set_offset; SIMD_WIDTH];
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@@ -120,11 +126,11 @@ impl WVelocityConstraint {
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};
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for k in 0..num_points {
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// FIXME: can we avoid the multiplications by position1/position2 here?
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// FIXME: can we avoid the multiplications by coll_pos1/coll_pos2 here?
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// By working as much as possible in local-space.
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let p1 = position1
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let p1 = coll_pos1
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* Point::from(array![|ii| manifold_points[ii][k].local_p1; SIMD_WIDTH]);
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let p2 = position2
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let p2 = coll_pos2
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* Point::from(array![|ii| manifold_points[ii][k].local_p2; SIMD_WIDTH]);
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let dist = SimdFloat::from(array![|ii| manifold_points[ii][k].dist; SIMD_WIDTH]);
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