Outsource the contact manifold, SAT, and some shapes.
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@@ -63,26 +63,26 @@ impl VelocityGroundConstraint {
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out_constraints: &mut Vec<AnyVelocityConstraint>,
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push: bool,
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) {
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let mut rb1 = &bodies[manifold.body_pair.body1];
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let mut rb2 = &bodies[manifold.body_pair.body2];
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let mut rb1 = &bodies[manifold.data.body_pair.body1];
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let mut rb2 = &bodies[manifold.data.body_pair.body2];
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let flipped = !rb2.is_dynamic();
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let force_dir1;
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let coll_pos1;
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let coll_pos2;
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if flipped {
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coll_pos1 = rb2.position * manifold.delta2;
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coll_pos2 = rb1.position * manifold.delta1;
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coll_pos1 = rb2.position * manifold.data.delta2;
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coll_pos2 = rb1.position * manifold.data.delta1;
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force_dir1 = coll_pos1 * (-manifold.local_n2);
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std::mem::swap(&mut rb1, &mut rb2);
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} else {
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coll_pos1 = rb1.position * manifold.delta1;
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coll_pos2 = rb2.position * manifold.delta2;
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coll_pos1 = rb1.position * manifold.data.delta1;
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coll_pos2 = rb2.position * manifold.data.delta2;
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force_dir1 = coll_pos1 * (-manifold.local_n1);
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}
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let mj_lambda2 = rb2.active_set_offset;
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let warmstart_coeff = manifold.warmstart_multiplier * params.warmstart_coeff;
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let warmstart_coeff = manifold.data.warmstart_multiplier * params.warmstart_coeff;
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for (l, manifold_points) in manifold
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.active_contacts()
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@@ -94,7 +94,7 @@ impl VelocityGroundConstraint {
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dir1: force_dir1,
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elements: [VelocityGroundConstraintElement::zero(); MAX_MANIFOLD_POINTS],
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im2: rb2.mass_properties.inv_mass,
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limit: manifold.friction,
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limit: manifold.data.friction,
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mj_lambda2,
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manifold_id,
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manifold_contact_id: l * MAX_MANIFOLD_POINTS,
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@@ -135,7 +135,7 @@ impl VelocityGroundConstraint {
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{
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constraint.dir1 = force_dir1;
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constraint.im2 = rb2.mass_properties.inv_mass;
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constraint.limit = manifold.friction;
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constraint.limit = manifold.data.friction;
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constraint.mj_lambda2 = mj_lambda2;
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constraint.manifold_id = manifold_id;
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constraint.manifold_contact_id = l * MAX_MANIFOLD_POINTS;
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@@ -173,12 +173,12 @@ impl VelocityGroundConstraint {
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let mut rhs = (vel1 - vel2).dot(&force_dir1);
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if rhs <= -params.restitution_velocity_threshold {
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rhs += manifold.restitution * rhs
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rhs += manifold.data.restitution * rhs
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}
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rhs += manifold_point.dist.max(0.0) * params.inv_dt();
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let impulse = manifold_points[k].impulse * warmstart_coeff;
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let impulse = manifold_points[k].data.impulse * warmstart_coeff;
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constraint.elements[k].normal_part = VelocityGroundConstraintElementPart {
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gcross2,
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@@ -199,9 +199,9 @@ impl VelocityGroundConstraint {
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let r = 1.0 / (rb2.mass_properties.inv_mass + gcross2.gdot(gcross2));
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let rhs = -vel2.dot(&tangents1[j]) + vel1.dot(&tangents1[j]);
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#[cfg(feature = "dim2")]
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let impulse = manifold_points[k].tangent_impulse * warmstart_coeff;
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let impulse = manifold_points[k].data.tangent_impulse * warmstart_coeff;
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#[cfg(feature = "dim3")]
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let impulse = manifold_points[k].tangent_impulse[j] * warmstart_coeff;
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let impulse = manifold_points[k].data.tangent_impulse[j] * warmstart_coeff;
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constraint.elements[k].tangent_part[j] =
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VelocityGroundConstraintElementPart {
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@@ -218,7 +218,7 @@ impl VelocityGroundConstraint {
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if push {
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out_constraints.push(AnyVelocityConstraint::NongroupedGround(constraint));
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} else {
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out_constraints[manifold.constraint_index + l] =
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out_constraints[manifold.data.constraint_index + l] =
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AnyVelocityConstraint::NongroupedGround(constraint);
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}
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}
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@@ -290,15 +290,15 @@ impl VelocityGroundConstraint {
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for k in 0..self.num_contacts as usize {
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let active_contacts = manifold.active_contacts_mut();
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active_contacts[k_base + k].impulse = self.elements[k].normal_part.impulse;
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active_contacts[k_base + k].data.impulse = self.elements[k].normal_part.impulse;
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#[cfg(feature = "dim2")]
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{
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active_contacts[k_base + k].tangent_impulse =
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active_contacts[k_base + k].data.tangent_impulse =
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self.elements[k].tangent_part[0].impulse;
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}
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#[cfg(feature = "dim3")]
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{
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active_contacts[k_base + k].tangent_impulse = [
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active_contacts[k_base + k].data.tangent_impulse = [
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self.elements[k].tangent_part[0].impulse,
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self.elements[k].tangent_part[1].impulse,
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];
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