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improved friction, added body.frictionStatic
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parent
296059cba2
commit
937c7bfcb6
3 changed files with 17 additions and 8 deletions
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@ -52,6 +52,7 @@ var Body = {};
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density: 0.001,
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restitution: 0,
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friction: 0.1,
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frictionStatic: 0.5,
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frictionAir: 0.01,
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collisionFilter: {
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category: 0x0001,
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@ -32,6 +32,7 @@ var Pair = {};
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timeUpdated: timestamp,
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inverseMass: parentA.inverseMass + parentB.inverseMass,
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friction: Math.min(parentA.friction, parentB.friction),
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frictionStatic: Math.max(parentA.frictionStatic, parentB.frictionStatic),
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restitution: Math.max(parentA.restitution, parentB.restitution),
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slop: Math.max(parentA.slop, parentB.slop)
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};
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@ -57,6 +58,7 @@ var Pair = {};
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pair.collision = collision;
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pair.inverseMass = parentA.inverseMass + parentB.inverseMass;
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pair.friction = Math.min(parentA.friction, parentB.friction);
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pair.frictionStatic = Math.max(parentA.frictionStatic, parentB.frictionStatic);
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pair.restitution = Math.max(parentA.restitution, parentB.restitution);
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pair.slop = Math.max(parentA.slop, parentB.slop);
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activeContacts.length = 0;
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@ -11,6 +11,7 @@ var Resolver = {};
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Resolver._restingThresh = 4;
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Resolver._positionDampen = 0.9;
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Resolver._positionWarming = 0.8;
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Resolver._frictionNormalMultiplier = 5;
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/**
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* Description
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@ -264,20 +265,25 @@ var Resolver = {};
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// raw impulses
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var normalImpulse = (1 + pair.restitution) * normalVelocity,
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normalForce = Common.clamp(pair.separation + normalVelocity, 0, 1);
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normalForce = Common.clamp(pair.separation + normalVelocity, 0, 1) * Resolver._frictionNormalMultiplier;
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// coulomb friction
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var tangentImpulse = tangentVelocity;
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if (tangentSpeed > normalForce * pair.friction * timeScaleSquared)
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tangentImpulse = normalForce * pair.friction * timeScaleSquared * tangentVelocityDirection;
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var tangentImpulse = tangentVelocity,
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maxFriction = Infinity;
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if (tangentSpeed > pair.friction * pair.frictionStatic * normalForce * timeScaleSquared) {
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tangentImpulse = pair.friction * tangentVelocityDirection * timeScaleSquared;
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maxFriction = tangentSpeed;
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}
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// modify impulses accounting for mass, inertia and offset
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var oAcN = Vector.cross(offsetA, normal),
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oBcN = Vector.cross(offsetB, normal),
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share = contactShare / (pair.inverseMass + bodyA.inverseInertia * oAcN * oAcN + bodyB.inverseInertia * oBcN * oBcN);
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share = contactShare / (bodyA.inverseMass + bodyB.inverseMass + bodyA.inverseInertia * oAcN * oAcN + bodyB.inverseInertia * oBcN * oBcN);
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normalImpulse *= share;
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tangentImpulse *= share;
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tangentImpulse *= Math.min(share, 1);
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// handle high velocity and resting collisions separately
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if (normalVelocity < 0 && normalVelocity * normalVelocity > Resolver._restingThresh * timeScaleSquared) {
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// high velocity so clear cached contact impulse
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@ -293,7 +299,7 @@ var Resolver = {};
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// tangent impulse, tends to -maxFriction or maxFriction
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var contactTangentImpulse = contact.tangentImpulse;
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contact.tangentImpulse = Common.clamp(contact.tangentImpulse + tangentImpulse, -tangentSpeed, tangentSpeed);
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contact.tangentImpulse = Common.clamp(contact.tangentImpulse + tangentImpulse, -maxFriction, maxFriction);
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tangentImpulse = contact.tangentImpulse - contactTangentImpulse;
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}
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