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Position Based Dynamics Frictional Constraint

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I'm trying to implement a frictional constraint using position based dynamics, but it is only half working. I am using the formulation in the paper "Unified Particle Physics for Real-Time Applications". Here is my implementation: Particle *np = particle->nbs[j].neighbour; vec3 r = particle->x - np->x; float r_length = glm::length(r); float distDiff = r_length - restDistance; if(distDiff >= 0 ) continue; //Frictional Constraint vec3 n = r/r_length; vec3 xxi = particle->x - xi[particle->getIndex()]; vec3 xxj = np->x - xi[np->getIndex()]; vec3 tangentialDisplacement = (xxi - xxj) - glm::dot(xxi - xxj, n) * n; float td_length = glm::length(tangentialDisplacement); float genMass = ( imass / (imass + imass) ); if(td_length < (staticFriciton * distDiff)){ particle->x += genMass * tangentialDisplacement; np->x += -genMass * tangentialDisplacement; }else{ float upper = kineticFriction * distDiff; particle->x += genMass * tangentialDisplacement * std::min(upper/td_length, 1.f); np->x += -genMass * tangentialDisplacement * std::min(upper/td_length, 1.f); }

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