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improve delta factors in resolver and constraint stiffness
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a5729684d1
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3 changed files with 8 additions and 5 deletions
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@ -49,9 +49,10 @@ var Bounds = require('../geometry/Bounds');
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* Find a solution for pair positions.
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* @method solvePosition
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* @param {pair[]} pairs
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* @param {number} delta
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* @param {number} positionIterations
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*/
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Resolver.solvePosition = function(pairs, positionIterations) {
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Resolver.solvePosition = function(pairs, delta, positionIterations) {
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var i,
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pair,
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collision,
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@ -61,6 +62,7 @@ var Bounds = require('../geometry/Bounds');
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contactShare,
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positionImpulse,
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positionDampen = Resolver._positionDampen * Common.clamp(20 / positionIterations, 0, 1),
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slopDampen = delta / Common._timeUnit,
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pairsLength = pairs.length;
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// find impulses required to resolve penetration
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@ -91,7 +93,7 @@ var Bounds = require('../geometry/Bounds');
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bodyA = collision.parentA;
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bodyB = collision.parentB;
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normal = collision.normal;
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positionImpulse = pair.separation - pair.slop;
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positionImpulse = pair.separation - pair.slop * slopDampen;
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if (bodyA.isStatic || bodyB.isStatic)
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positionImpulse *= 2;
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@ -186,8 +186,9 @@ var Common = require('../core/Common');
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// solve distance constraint with Gauss-Siedel method
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var difference = (currentLength - constraint.length) / currentLength,
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isRigid = constraint.stiffness >= 1 || constraint.length === 0,
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stiffness = isRigid ? constraint.stiffness : constraint.stiffness * timeScale * timeScale,
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damping = constraint.damping * timeScale,
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stiffness = isRigid ? constraint.stiffness * timeScale
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: constraint.stiffness * timeScale * timeScale,
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damping = constraint.damping * timeScale * timeScale,
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force = Vector.mult(delta, difference * stiffness),
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massTotal = (bodyA ? bodyA.inverseMass : 0) + (bodyB ? bodyB.inverseMass : 0),
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inertiaTotal = (bodyA ? bodyA.inverseInertia : 0) + (bodyB ? bodyB.inverseInertia : 0),
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@ -149,7 +149,7 @@ var Body = require('../body/Body');
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// iteratively resolve position between collisions
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Resolver.preSolvePosition(pairs.list);
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for (i = 0; i < engine.positionIterations; i++) {
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Resolver.solvePosition(pairs.list, engine.positionIterations);
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Resolver.solvePosition(pairs.list, delta, engine.positionIterations);
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}
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Resolver.postSolvePosition(allBodies);
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